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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
ANALISIS TINGKAT KREATIVITAS SISWA KELAS IV DALAM PEMBELAJARAN PRAKARYA MENGGUNAKAN METODE SURVEI Farida, Alma; Sukma Nugraha, Widdy; Hidayati, Silmi; Aulia Zahra, Shindy; Nabella, Indirawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42666

Abstract

This study aimed to analyze the level of creativity of fourth-grade students in craft learning using a survey method. The research employed a quantitative approach with a descriptive design. The population as well as the sample consisted of all fourth-grade students of SD Negeri 4 Mekarluyu, totaling 20 students, selected using a saturated sampling technique. The research instrument was a closed-ended questionnaire based on a Likert scale, which had been tested for validity and reliability. The reliability test showed a Cronbach’s Alpha value of 0.890, indicating a very high level of reliability. The data were analyzed using descriptive quantitative techniques by classifying the scores into three categories: high, medium, and low. The results revealed that 100% of the students were categorized in the medium level of creativity, with score ranges between 40–62. These findings indicate that students demonstrate basic creative abilities such as curiosity, flexibility, optimism, problem-solving skills, and imagination; however, they have not yet reached a high level of creativity. Therefore, more innovative and contextual teaching strategies are needed to enhance students’ creativity in craft learning.
PERAN PEMBELAJARAN TARI DALAM MENGEMBANGKAN KECERDASAN KINESTETIK DAN KARAKTER SISWA Qamarudin, Ali; Nurharini, Atip
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.v11i01.42695

Abstract

This study aims to explore the role of dance extracurricular learning in developing kinesthetic intelligence and shaping student character at SDN 2 Trompo, Kendal District, Kendal Regency, Central Java. A descriptive qualitative approach was employed using field research methods conducted from December 2025 to January 2026. Data were collected through structured interviews, non-participant observation, and documentation, then analyzed using Miles and Huberman's interactive model with source and technique triangulation to ensure data credibility. The findings reveal that dance extracurricular activities significantly contribute to the development of five aspects of kinesthetic intelligence, namely movement coordination, body balance, flexibility, movement accuracy, and motor memory. The dance learning process also fosters four student character values, including self- confidence, discipline, responsibility, and cooperation and mutual assistance. A key finding of this study is that both aspects develop simultaneously and are integrated throughout every stage of learning, from the introduction of basic movements to performance experiences before an audience.
PENGARUH PENERAPAN MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA E-MODUL UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR KIMIA SISWA PADA MATERI KECEPATAN REAKSI Tio Fanny Elisabeth Hutasoit; Haqqi Annazili Nasution
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.v11i01.42700

Abstract

This study aims to determine the effect of implementing the PBL model assisted by e-module media on learning motivation and the improvement of students' learning outcomes on the reaction rate material, as well as to determine the correlation between learning motivation and the improvement of learning outcomes. The sample in this study was selected randomly, with Class XI-MIA-3 as the experimental class and Class XI-MIA-5 as the control class. Hypothesis testing was conducted using an independent sample t-test with a significance level of α = 0.05. The hypothesis is accepted if the Sig. (2-tailed) value < 0.05. The results of t-test on learning motivation yielded a t-count value of 9.317 with a significance of 0.000 < 0.05, which means Ha is accepted and H0 is rejected. Testing on the pre-test data resulted in a t-value of -1.944 with a significance of 0.057 > 0.05. In contrast, the post-test results showed a t-value of 12.656 and a significance of 0.000 < 0.05. The experimental class outperformed the control class by an average difference of 24.833 points, with a 95% confidence interval ranging from 20.906 to 28.761. Thus, Ha is accepted and H0 is rejected. Furthermore, for correlation, referring to Guilford's criteria, in the experimental class, a very strong positive correlation was found between learning motivation and learning outcomes with a correlation coefficient of r = 0.847 and a significance of 0.000 < 0.01. Such a high correlation indicates that about 71.7% (r² = 0.717) of the variation in student learning outcomes can be explained by their level of motivation.  
PENGARUH MODEL PEMBELAJARAN PJBL (PROJECT BASED LEARNING) TERHADAP HASIL BELAJAR DAN BERPIKIR KRITIS SISWA KELAS XI- SMA PADA MATERI ASAM BASA Melvi Junita Manurung; Elfrida Ginting
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.v11i01.42702

Abstract

This study aims to determine the effect of Project Based         Learning (PjBL) model on students' learning outcomes and critical thinking skills, as well as to determine the significant correlation between learning outcomes and students' critical thinking skills. The research was conducted at SMA Negeri 1 Siborong-borong using a quantitative method. The research sample of class XI E as the control class taught using conventional methods, and class XI F taught using the Project Based Learning (PjBL) model. The research instruments consisted of multiple-choice learning outcome tests and essay tests for critical thinking skills. The tests used were hypothesis testing and correlation testing with a significance level of 5% (0.05). The results showed that the average learning outcomes of the experimental class were higher (80.55) compared to the control class (68.75). The average critical thinking skills of students in the experimental class were higher (83.75) compared to the control class (67.11). The result of the first hypothesis test is thitung > ttabel (4.584 > 1.666), indicating that H0 is rejected and Ha is accepted, meaning there is an effect of the PjBL learning model on students' learning outcomes in acid-base material. The result of the second hypothesis test is thitung > ttabel (6.307 > 1.666), indicating that H0 is rejected and Ha is accepted, meaning there is an effect of the PjBL learning model on students' critical thinking skills in acid-base material. And the result of the third hypothesis test (Correlation Test) is rhitung > rtabel (0.3996 > 0.3291), indicating that H0 is rejected and Ha is accepted, meaning there is a significant correlation between learning outcomes and students' critical thinking skills using the PjBL learning model in acid-base material.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS KOMIK PADA KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS IV SD NEGERI MAEKARSARI 2 RAJEG Ananda Sinta Ramadhan; Erdhita Oktrifianty; Dilla Fadhillah
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.v11i1.42714

Abstract

This study aims to develop comic-based learning media to enhance the reading comprehension skill of fourth-grade elementary school students. The background of this research is based on the low interest in reading and students’ difficulties in understanding reading materials. The development of media follows the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. The learning media underwent trials involving a subject matter expert, media expert, classroom teacher, and fourth-grade students. The instruments used in this study included expert validation sheets and response questionnaires for teachers and students. Validation resultsfrom the subject matter and media expert showed that the developed comic media falls under the “Highly Appropriate” category, with percentages 91,1% and 94%, respectively. A limited trial with students showed that the comic media can halp improve students’ reading comprehensions, with the average results falling into the “Good” category. Therefore, the developed comic-based learning media is considered appropriate and can be used as an alternative medium for teacher reading comprehension in elementary schools.
PENERAPAN MODEL PEMBELAJARAN PICTURE AND PICTURE DALAM MENINGKATKAN MINAT BELAJAR DI SMPN 1 SAPE Afrianti, Ifa; Mustamin; Sudarmono, Muh Aidil; Syahid, Akhmad; Raehana, Syarifa
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.v11i01.42721

Abstract

This study aims to determine the application of the Picture and Picture learning model and increase student interest in learning in Islamic Religious Education (PAI) subjects in class VIII.K SMP Negeri 1 Sape, Bima Regency. This study is a Classroom Action Research (CAR) which was carried out in two cycles, each consisting of two meetings, with 31 students as research subjects. Data collection techniques include observation, interviews, tests, and documentation. Test instruments in the form of pre-tests and post-tests were used to measure learning outcomes, while observation sheets were used to determine student activity and involvement during learning. Data analysis was carried out by calculating percentages and average values ​​(means). The results of the study showed a significant increase in each cycle. In the pre-cycle, only 7 students completed the course with an average score of 63.22 (22.58%). In cycle I, the number of students who completed the course increased to 20 with an average score of 77.09 (64.51%). In cycle II, the improvement was more significant, with 28 students completing the task, an average score of 90.64, and a completion percentage of 90.32%. Observations also showed an increase in student activity and enthusiasm. Thus, the Picture and Picture model effectively increased student interest and learning outcomes.
NILAI MORAL DALAM NOVEL WONG WADON DINARSIH KARYA TAMSIR A.S Sahri, Alfi; Hapsari, Pradnya Paramita; Tri Widiatmi; R. Adi Deswijaya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42740

Abstract

This study was motivated by the decline in morality among the younger generation. The novel Wong Wadon Dinarsih by Tamsir A.S. contains many moral values that can be studied and applied in everyday life. This study aims to describe the structure and moral values in the novel Wong Wadon Dinarsih by Tamsir A.S. The method used in this study is a qualitative descriptive method with a literature study technique. The source of data for this study is the novel Wong Wadon Dinarsih by Tamsir A.S. The research data consists of quotations and sentences that contain the structure of the novel and moral values in the novel Wong Wadon Dinarsih by Tamsir A.S. The data analysis techniques used in this study are data collection, data reduction, data presentation, and conclusion drawing. The results of this study are (1) the structure that builds the novel includes the plot, characters and characterization, setting, and point of view in the novel Wong Wadon Dinarsih by Tamsir A.S. (2) the moral values contained in the novel include humans with themselves, humans with other humans, and humans with God.
PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT DALAM MENINGKATKAN HASIL BELAJAR DI SMPN 1 LAMBU Rahman, Aly Fathur; Bunyamin, Andi; Syahrul, Muhammad; Mustamin; Raehana, Syarifa
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.v11i01.42742

Abstract

This study aimed to improve students’ learning outcomes through the implementation of the Teams Games Tournament (TGT) cooperative learning model in Islamic Religious Education for class VIII.C at SMPN 1 Lambu, Bima Regency. This research employed Classroom Action Research (CAR) conducted in two cycles, each consisting of planning, action, observation, and reflection stages. The research subjects were 23 students. Data were collected through observation and learning outcome tests, and analyzed using descriptive quantitative and qualitative methods. The findings indicated that the implementation of the TGT model significantly improved students’ learning activities and outcomes. In Cycle I, learning mastery had not yet reached the predetermined success indicators; therefore, improvements were made in Cycle II. In Cycle II, learning mastery increased to 86.96% with an average score of 87.08, categorized as very high. Students’ participation, discipline, enthusiasm, and understanding of the material also showed significant improvement. In conclusion, the Teams Games Tournament (TGT) cooperative learning model is effective in improving students’ learning outcomes in Islamic Religious Education.
PENGEMBANGAN MEDIA GAME QUIZ INTERAKTIF BERBASIS MODEL ADDIE PADA MATERI PENJUMLAHAN DAN PENGURANGAN KELAS II SD : Penelitian Skripsi Nuraini, Putri; Zahrani Susilo, Claudya
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.v11i01.42746

Abstract

This study seeks to create interactive quiz game media with Canva, employing the ADDIE paradigm for addition and subtraction content aimed for second-grade primary pupils, and to evaluate its validity and usability. This study is a research and development endeavor using the five steps of the ADDIE model: analysis, design, development, implementation, and evaluation. The study participants were 15 second-grade pupils from SDN Pundong 2 Jombang. The study tools included a media expert validation form and a student practicality questionnaire on a four-point Likert scale (1–4). The data were examined using qualitative and quantitative descriptive methods by calculating the feasibility percentage. The validation findings from three media specialists yielded an average percentage of 85.56%, categorizing it as very practical. The results of the practicality exam, derived from student replies, indicated an average percentage of 75% within the practical area. Indicators of motivation and learning engagement achieved a notable 83%, suggesting that gaming features may enhance students' active involvement in mathematics education. The built interactive quiz game is deemed very realistic and useful for teaching addition and subtraction to second-grade primary students. This medium is anticipated to serve as an alternative to digital learning innovations that enhance students' attention, engagement, and educational experiences in a more pleasurable and significant manner.
PENGEMBANGAN VIDEO BERCERITA MELALUI TEKNIK VENTRILOQUEST BERBANTUAN BONEKA TANGAN DALAM MENINGKATKAN KETERAMPILAN BERBICARA SISWA KELAS II SD Resa Zanuaristi, Alfariqa; Dwi Agus Setiawan; Denna Delawanti Chrisyarani
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.v11i1.42750

Abstract

Speaking skills play an important role in shaping students' communication skills from an early age because they affect self-confidence and the ability to express ideas. However, observations show that elementary school students' speaking skills are still low. This is due to learning that does not make sufficient use of technology and the use of media that is not interactive, so that students easily get bored and lack focus. This study aims to determine the validity, practicality, and effectiveness of storytelling videos using ventriloquist techniques with hand puppets in Indonesian language learning for second-grade elementary school students. Ventriloquism is the art of speaking without moving the lips, combined with hand puppets, so that the voice seems to come from the puppet. The puppet used is named Lala, a cheerful character who delivers educational messages interactively through a video titled “Painting is My Soul.” This study is a research and development study using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Data collection techniques include questionnaires, tests, expert validation sheets, and teacher and student response questionnaires. Data analysis was conducted qualitatively and quantitatively. The validation results showed that the media obtained a percentage of 91.66% from media experts, 92.85% from material experts, and 100% from language experts with an average of 94.83% categorized as very feasible. The practicality test showed that the media was very feasible.

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