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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 17,078 Documents
THE EFFECT OF WATCHING ENGLISH MOVIES “FROZEN” TOWARDS LISTENING COMPREHENSION OF NARRATIVE TEXT AT X GRADE STUDENTS AT SMAN 1 KUOK Ela Yuhada; Wida Rianti; Lusi Marleni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.46922

Abstract

This research aimed to examine the effect of watching the English movie Frozen on students’ listening comprehension of narrative texts at the tenth grade of SMAN 1 Kuok. The study was conducted using a quasi-experimental design involving two groups: the experimental group was taught using Frozen as audiovisual media, while the control group received instruction through conventional text-based methods. Pre-tests and post-tests were used to assess students’ comprehension of main ideas, specific details, and inferences. The results indicated a significant improvement in the experimental group, with the mean score increasing from 60.20 to 80.00, while the control group improved from 54.67 to 72.07. An independent sample t-test revealed a significance value of 0.018 (p < 0.05), indicating a statistically significant difference between the two groups. Therefore, it can be concluded that the use of Frozen as audiovisual media had a positive impact on students’ listening comprehension in narrative texts.
PENERAPAN TEACHING GAMES FOR UNDERSTANDING UNTUK MENINGKATKAN GERAK DASAR SISWA SD Alya Dzofira; Taopik Hidayat; Cacih; Meity Suryandari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 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.v11i02.46925

Abstract

This study aims to examine the application of the Teaching Games for Understanding (TGfU) model in improving fundamental movement skills of elementary school students. The problem underlying this research is the low level of students’ basic motor skills due to conventional, teacher-centered learning approaches that lack student engagement and meaningful learning experiences. This study employed a qualitative approach with a library research method by analyzing relevant scientific literature published within the last five years. Data were collected through documentation techniques from books, journal articles, and other academic sources, and analyzed using content analysis methods. The findings indicate that the TGfU model significantly contributes to the improvement of students’ fundamental movement skills, including locomotor, non-locomotor, and manipulative skills. In addition, TGfU enhances students’ tactical understanding, decision-making ability, motivation, and active participation in learning. The game-based learning approach creates an enjoyable and meaningful learning environment, allowing students to actively engage in physical activities. Therefore, TGfU is considered an effective and innovative learning model that can improve not only motor skills but also cognitive, affective, and social aspects of elementary school students.
Hubungan Persepsi Siswa terhadap Penggunaan Media Pembelajaran Wordwall dengan Motivasi Belajar Siswa Kelas IV pada Materi Bangun Datar di SD 229 Paria Muh. Syahrul Ramadhani; Khaerul Fahmi; Nurannisa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 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.v11i02.46929

Abstract

This study aims to determine the relationship between students' perception of the use of Wordwall learning media and the learning motivation of grade IV students on flat building materials at SD 229 Paria. This study uses a quantitative approach with a type of correlational research. The research population was 19 grade IV students with sampling techniques using total sampling. Data collection was carried out using a closed questionnaire with a Likert scale of 1–4 to measure students' perception of the use of Wordwall and students' learning motivation. The research instrument was validated through expert judgment and tested for reliability using Cronbach's Alpha. Data analysis was carried out using the JASP application through descriptive statistical analysis, Shapiro–Wilk normality test, and Pearson Product Moment correlation test. The results showed that the data was normally distributed with a significance value of 0.849 (p > 0.05). The results of the Pearson correlation test showed a correlation coefficient value of r = 0.791 with a significance value of p < 0.001. These results show that there is a strong and significant positive relationship between students' perception of the use of Wordwall learning media and student learning motivation. Thus, Wordwall learning media can be used as an interactive digital learning media to increase the motivation to learn mathematics for elementary school students, especially in flat building materials.
FAKTOR-FAKTOR YANG MEMPENGARUHI MOTIVASI REMAJA FORUM ANAK KABUPATEN SERANG Muhammad Rafli Nurdianto; Herlina Siregar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 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.v11i02.46933

Abstract

This study aims to analyze the factors influencing adolescent motivation in organizations, using a case study of the Serang Regency Children's Forum. Motivation is a crucial element in volunteer organizations, determining the sustainability of member participation without financial compensation. The research method used was descriptive qualitative through in-depth interviews with leaders and division coordinators. The results showed that informants' motivation was dominated by intrinsic and non-material factors. Based on Malayu S.P. Hasibuan's (2020) motivation theory, it was found that (1) Physical needs were set aside for the sake of achieving social goals; (2) Security needs were met through administrative legality and assistance from relevant agencies; (3) Social needs became a bond through solid friendships; and (4) Appreciation needs were met through validation of competence and trust in decision-making. In conclusion, fulfilling higher-level psychological needs and implementing appropriate motivational principles by organizations proved more effective in maintaining adolescent loyalty and work enthusiasm than material incentives. This study recommends strengthening institutional support and providing meaningful participation spaces for adolescents as key strategies in the management of volunteer organizations.
PENERAPAN MODEL GAME BASED LEARNING EDUCAPLAY PADA PEMBELAJARAN IPA SISWA KELAS V SD NEGERI DURIAN TERUNG Lau Langga Wuni Az, Reva; Erwandi, Rudi; Krisnawati, Yuni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.46936

Abstract

This study aims to determine the completeness of science learning outcomes of fifth grade students of Durian Terung State Elementary School after the application of the Game Based Learning model assisted by Educaplay media. This study uses a Quantitative method with a pre-experimental design of the One Group Pretest-Posttest Design type. The population in this study were all fifth grade students of Durian Terung State Elementary School in the 2024/2025 academic year totaling 29 students. The sampling technique used Random Sampling with a lottery method, and the sample was class VA with 20 students. The data collection technique was carried out through a learning outcome test in the form of multiple choice questions given twice, namely pre-test and post-test. Data analysis techniques with the following steps: normality test and t-test. Based on the data analysis, the results of the initial test (Pre-test) were known with an average value of 49,70 and the average value of the final test (Post-test) was 71.70. This shows that the average value of the final test (Post-test) is greater than the initial test (Pre-test). After being calculated with the t-test, the value of (2.37) was obtained which was compared with the value of with a significance level of 5% or 0.05 was (1.73). So the value of  ≥  or 2.22 ≥ 1.73 so that  is rejected and  is accepted. So it can be concluded that the results of learning science of grade V students of Durian Terung Elementary School after the implementation of the Educaplay Game Based Learning model are significantly complete.
PENGARUH MEDIA DIGITAL STORYTELLING TERHADAP DAYA INGAT SISWA PELAJARAN SEJARAH KEBUDAYAAN ISLAM KELAS VII MTS Ardhiana, Nisa; Anshori, Sholihul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 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.v11i02.46937

Abstract

This research is centered around a fundamental shift in how digital native generations handle information, as they exhibit a preference for technology-driven interactive learning. Digital storytelling is introduced to transform abstract historical content into a more concrete and understandable format. This study aims to explore the use of this medium and to analyze students' memory, and assess its impact on the subject of Islamic Cultural History at MTs Ar-Rahman. Using a qua quantitative approach with a nonequivalent control grop design, this study involved 51 seventh grade students selected from the total sample. Data were collection through observation, tests, and documentation and then analyzed using an Independent Sample T-Test and Effect Size using SPSS 27. The results of the indicate that digital storytelling is effective, as evidenced by students’ enthusiasm and active participation. Empirically, the experimental class achieved an average score of 74.31 (88.5% mastery), exceeding the control class, which scored only 67.84 (60% mastery). The results of the T-test indicate that digital storytelling has a significant effect on student memory in the moderate category, as evidenced by a significance value of 0.030 (less than 0.05) with a Cohen’s d of 0.626.
ANALISIS WACANA KRITIS PADA TEKS BERITA PROGRAM MAKAN BERGIZI GRATIS DI MEDIA ONLINE KOMPAS.COM DAN HARIAN SIB.COM Sinaga, Devira Ekklesia; Tambunan, Marlina Agkris; Silitonga, Immanuel Doclas Belmondo; Siregar , Junifer; Saragih, Vita Riahni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 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.v11i02.46938

Abstract

This study aims to analyze the construction of news coverage on the Free Nutritious Meal (MBG) program in Kompas.com and HarianSIB.com using Teun A. van Dijk’s Critical Discourse Analysis model, which includes the dimensions of text structure, social cognition, and social context. This research employs a descriptive qualitative method with data in the form of news texts published between 2025–2026 and in-depth interviews with journalists. The findings show that, at the textual level, both media construct discourse through macrostructure, superstructure, and microstructure, but with different emphases. Kompas.com tends to highlight institutional clarification, administrative aspects, and government perspectives, while HarianSIB.com emphasizes the impact of events, such as poisoning cases and victims’ conditions. At the level of social cognition, journalists in both media adhere to verification and journalistic ethics; however, Kompas.com relies more on official sources, whereas HarianSIB.com is more influenced by field conditions. In the social context dimension, news discourse is dominated by institutional actors who have power and access in shaping meaning. This study reveals that the media not only convey information but also actively construct reality through different framing strategies, which in turn influence public perceptions of the MBG program.
HUBUNGAN PARTISIPASI MATA KULIAH OLAHRAGA PERMAINAN TRADISISONAL TERHADAP KESEJAHTERAN MENTAL MAHASISWA PGSD UNM Isrika; Wilda; Nurilmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.46939

Abstract

This study aims to analyze the relationship between participation in the Traditional Sports Games course and the mental well-being of students in the Primary Teacher Education Program (PGSD) at Universitas Negeri Makassar (UNM). The study used a quantitative approach with an explanatory correlational design involving 206 PGSD UNM students who were taking or had completed the Traditional Sports Games course. The research instruments used the WHO-5 Well-Being Index to measure mental well-being and a participation questionnaire based on a lecture enthusiasm scale. Data analysis used Pearson correlation and simple linear regression at a significance level of 0.05. Results showed that the majority of students (55.3%) were in the 'sometimes' category of lecture enthusiasm, while 27.7% were in the 'rarely' category. There is a positive and significant relationship between the intensity of participation in traditional sports games courses and students' mental well-being. Traditional games that are collaborative, enjoyable, and contain local cultural values have proven to be effective as a promotive strategy for mental health in the university environment.
Efektivitas Penggunaan Kecerdasan Buatan dalam Personalisasi Pembelajaran di Era Digital: Studi Literatur Dwi Putri, Tisa; Salamah; Chandra; Adrias
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.46940

Abstract

The rapid development of digital technology has brought significant changes to the field of education, including the emergence of artificial intelligence (AI), which is increasingly being used to support the learning process. One of the most notable benefits of AI is its ability to personalize learning, meaning it can adapt materials and learning methods to suit the individual needs of each student. This article aims to examine how effective the use of AI is in personalizing learning in the digital era based on existing research findings. The method used is a literature study, which involves collecting and analyzing various articles, journals, and scientific sources related to this topic.The results of the literature review indicate that AI is quite effective in improving learning outcomes, student motivation, and engagement in the learning process. In addition, AI can assist teachers in providing quick and accurate feedback, as well as in monitoring students’ learning progress individually. This makes the learning process more efficient and well-directed.However, there are still several challenges, such as limited access to technology, the digital divide between regions, and the lack of teacher readiness in utilizing AI effectively. Therefore, training for educators and adequate infrastructure support are necessary. In conclusion, AI has great potential in the field of education, but it needs to be supported by appropriate policies and infrastructure to be utilized optimally and equitably.
PENGEMBANGAN BAHAN AJAR FLASHCARD BERBASIS CANVA UNTUK MENINGKATKAN KETERAMPILAN MEMBACA BAB 3 PENGOBAR SEMANGAT Syailen Apriandini, Putri; Rostikawati, Teti; Wijaya, Ade
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 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.v11i02.46942

Abstract

This research applies the Research and Development (R&D) method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. A total of 37 class III students were designated as test subjects to develop and evaluate the effectiveness of the designed teaching materials. Validation of teaching materials was carried out by three experts, namely media experts, linguists, material experts, with media expert validation results of 90.66%, linguist validation results of 94.66%, material validation results of 94% with average results The 92.66% included in the "Very Eligible" criteria is strengthened by the N-Gain score reaching 0.83, in the "High" category. Likewise, with the questionnaire results, the teacher's response was 100% and the trial results showed an average score of 98.3% of the students. From these results, it can be concluded that flashcard teaching materials prepared using the Canva application are very effective and practical to use in the learning process, and are able to increase student involvement and understanding.

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