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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
Phone
+6287726846888
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jurnalilmiahpendas@unpas.ac.id
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Jl. Taman Sari No. 6-8 Bandung
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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 27,903 Documents
Evaluasi Kondisi Fisik Dan Respons Fisiologis Atlet Tinju Provinsi Gorontalo Haryani, Meri; Irawan, Safri; Duhe, Edy Dharma Putra; Nurkhoiroh; Haryanto, Arief Ibnu; Suardika, I Kadek
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57539

Abstract

This cross-sectional descriptive quantitative study aims to evaluate the physical condition and physiological responses of 15 PERTINA boxing athletes from Gorontalo Province (aged 17–23 years) ahead of the National Martial Arts Games (PON), using a total sampling technique. The physical test results showed an average of: 42.93 push-ups, 46.47 sit-ups, 54.47 cm vertical jump, 4.86 seconds 30-meter sprint, 11.24 seconds Illinois Agility Test, 32.07 cm flexibility, and VO₂Max 48.93 ml/kg/minute. Post-match simulation, physiological responses showed an increase in average pulse rate (71.73 to 163.13 beats/minute) and systolic blood pressure (117.33 to 138.27 mmHg). A Rating of Perceived Exertion (RPE) value of 16 indicates that the activity was perceived as strenuous by the athletes. In conclusion, the physical condition of Gorontalo Province's boxing athletes has supported their preparation for the National Martial Arts Games, but still requires intensive strengthening in terms of endurance, recovery, and tolerance for high-intensity activities.
PENGEMBANGAN MEDIA DIGITAL STORYTELLING “KERAPAN SAPI” UNTUK MENANAMKAN NILAI KEBINEKAAN GLOBAL DAN CINTA TANAH AIR PADA SISWA KELAS VI SDN LABENG Adithalia, Inggrid; winda, ayu; Naina, Hana; Mujtahidin, Mujtahidin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.57540

Abstract

ABSTRAKPenanaman nilai kebinekaan global dan cinta tanah air pada siswa sekolah dasar memerlukan media pembelajaran yang menarik, kontekstual, dan dekat dengan kehidupan peserta didik. Salah satu upaya yang dapat dilakukan adalah memanfaatkan budaya lokal sebagai sumber belajar yang dikemas melalui media digital storytelling. Penelitian ini bertujuan untuk mengembangkan desain media digital storytelling berbasis kearifan lokal Madura dengan tema Kerapan Sapi untuk menanamkan nilai kebinekaan global dan cinta tanah air pada siswa kelas VI SDN Labeng. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang dibatasi pada tahap Analysis dan Design. Tahap analisis meliputi analisis kebutuhan, analisis karakteristik peserta didik, analisis kurikulum, dan analisis materi. Tahap desain meliputi penyusunan tujuan pembelajaran, perancangan alur cerita, pembuatan storyboard, penyusunan naskah narasi, serta perancangan tampilan media. Produk yang dihasilkan berupa rancangan media digital storytelling berbentuk video animasi yang mengangkat tradisi Kerapan Sapi sebagai salah satu warisan budaya Madura. Media dirancang untuk mengenalkan budaya lokal kepada siswa sekaligus menanamkan sikap menghargai keberagaman budaya Indonesia dan menumbuhkan rasa bangga terhadap budaya bangsa. Hasil penelitian berupa desain produk media digital storytelling yang dapat digunakan sebagai dasar pengembangan dan implementasi pada penelitian selanjutnya.Kata Kunci: digital storytelling, kebinekaan global, cinta tanah air, kerapan sapi, PKn SD, R&D
KEAKTIFAN PESERTA DIDIK DALAM DISKUSI KELOMPOK PADA PEMBELAJARAN BAHASA INDONESIA KELAS V SDN 3 PASAWAHAN Luthfiyah; Ikrimah; Akbar Maulana Al Ma’arij; Suherli Kusmana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 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.v11i03.57541

Abstract

This study aimed to describe students’ activeness in group discussions during Indonesian language learning in Grade V of SDN 3 Pasawahan, describe the implementation of group discussions, and identify the factors influencing students’ activeness. This study employed a qualitative approach with a descriptive method. The research subjects consisted of the Grade V teacher and 23 Grade V students of SDN 3 Pasawahan. Data were collected through observation, interviews, questionnaires, and documentation, and were analyzed using the Miles, Huberman, and Saldaña model, which includes data reduction, data display, and conclusion drawing. The results showed that students’ activeness in group discussions was categorized as good, as indicated by their ability to ask questions, answer questions, express opinions, cooperate with group members, participate in discussions, and demonstrate self-confidence during the learning process. The implementation of group discussions was carried out well and created a more interactive learning atmosphere. Factors influencing students’ activeness included self-confidence, learning motivation, learning interest, understanding of the material, teaching methods, and teacher support during the learning process.
PENERAPAN MODEL PEMBELAJARAN MAKE A MATCH UNTUK MENINGKATKAN MOTIVASI BELAJAR DI SMP NEGERI 4 MASAMBA Cahyani, Apri Gita; Hasibuddin, M; Rosmiati; Mustamin; Wahab, Abdul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.57542

Abstract

This study aims to improve studen This study aims to determine the application of the Make A Match learning model and improve student learning motivation in Islamic Religious Education subject of class VIII.6 at SMP Negeri 4 Masamba, North Luwu Regency. This study is motivated by the low learning motivation of students which is indicated by a lack of attention during learning, low activeness in asking questions or discussing, and the dominant use of lecture methods which causes learning to take place monotonously. The type of research used is Classroom Action Research (CAR) with the Kemmis and McTaggart model which consists of the planning stage, action implementation, observation, and reflection. The study was conducted in two cycles, each consisting of two meetings. The research subjects were 30 students of class VIII.6. Data collection techniques include observation, learning motivation assessment rubric, interviews, and documentation. Data analysis was carried out descriptively quantitatively and qualitatively. The results of the study indicate that the application of the Make A Match learning model is able to increase student learning motivation gradually in each cycle. The percentage of learning motivation in the pre-cycle stage was 35.09%, then increased to 57.64% in Cycle I, and again increased to 85.19% in Cycle II with a good category. In addition to increasing motivation values, students also showed positive changes in learning behavior, such as being more active in asking questions, daring to express opinions, enthusiastic about participating in learning, being able to work together in groups, and being more focused on the material being studied. The learning atmosphere became more interactive, fun, and student-centered. Based on these results, it can be concluded that the Make A Match learning model is effectively applied in Islamic Religious Education learning to increase the learning motivation of class VIII.6 students of SMP Negeri 4 Masamba, North Luwu Regency.
PROFIL KEMAMPUAN DECODING MEMBACA PERMULAAN BERDASARKAN TES EARLY GRADE READING ASSESSMENT (EGRA) PESERTA DIDIK KELAS I SDN 6 SELONG Ulya, Manzilatul; Rahman Hakim, Arif; Nadiatul Soleha, Ria; Parsyillah Minallah, Ninda
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 3 (2026): Volume 11 No. 3, September 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.v11i3.57543

Abstract

This study aims to describe the early reading decoding ability of Grade I students at SD Negeri 6 Selong in the academic year 2025/2026 across six aspects: letter recognition, letter sounds, syllable reading, word reading, reading accuracy, and reading fluency. The study employed a quantitative descriptive approach with all 23 Grade I students (14 male and 9 female) as subjects through total sampling technique. The instrument used was the Decoding Ability Assessment Sheet based on the Early Grade Reading Assessment (EGRA) with a maximum total score of 24. Raw scores for each aspect were converted to a 0–4 scale and categorized as: very good (19-24), good (13-18), fair (7-12), and poor (0-6). the results show that the average total decoding score was 15.21/24, classified as good. by aspect, letter recognition achieved the highest average (3.04/4.00-good), followed by letter sounds (2.92-good), syllable reading (2.64-good), reading accuracy (2.36-fair), word reading (2.35-fair), and reading fluency as the lowest (2.09-fair). category distribution revealed 7 students (30.43%) very good, 9 students (39.13%) good, 4 students (17.39%) fair, and 3 students (13.04%) poor. students in the Poor and Fair categories need systematic phonics-based remedial programs, while those in the Good and Very Good categories can be further developed through repeated reading programs to enhance fluency.
PENGALAMAN BELAJAR SISWA SEKOLAH DASAR DALAM PENGGUNAAN SMARTBOARD: SYSTEMATIC LITERATURE REVIEW Sabila Fijra Hidayatika; Najla Putri, Shofyah; Adrias
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.57544

Abstract

This study aims to analyze the influence of smartboard use on elementary school students' learning experience across cognitive, social-affective, and ease-of-learning dimensions. A qualitative approach with Systematic Literature Review (SLR) method using the PRISMA protocol was employed. Articles were retrieved from Google Scholar, Portal Garuda, and SINTA databases, published between 2020 and 2026. From 25 articles identified, 10 met the inclusion criteria and were analyzed using narrative synthesis. The findings reveal three major themes: (1) smartboard consistently enhances students' cognitive experience across multiple subjects including mathematics, PPKn, IPS, and reading comprehension; (2) smartboard strengthens social and affective engagement by increasing motivation, classroom interaction, and emotional involvement; and (3) smartboard effectively reduces cognitive load, making learning more accessible for elementary-age learners. These three dimensions are interrelated and mutually reinforcing, indicating that smartboard use produces a holistic learning experience beyond academic achievement alone. This study concludes that smartboard integration in elementary education supports a more meaningful and multidimensional learning experience for students.
PENGEMBANGAN CARD GAME UNO DALAM BIMBINGAN KELOMPOK UNTUK MENINGKATKAN KONSENTRASI BELAJAR PESERTA DIDIK DI SMP NEGERI 16 KOTA JAMBI Eza Marpika Robi Ayu Lestari; K.A.Rahman; Muhammad Zulfikar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 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.v11i03.57545

Abstract

Peserta didik dituntut untuk mengembangkan serta memahami potensi dirinya dengan penuh tanggung jawab melalui pengetahuan, keterampilan,sikap dan keahliannya. Berdasarkan fenomena dilapangan kurangnya konsentrasi belajar peserta didik, peneliti membuat inovasi dan strategi yang dapat dimanfaatkan dengan penggunaan media permainan dalam pemberian layanan bimbingan dan konseling. Tujuan penelitian ini untuk: (1) mengidentifikasi kelayakan Card Game UNO sebagai media dalam layanan bimbingan kelompok untuk meningkatkan konsentrasi belajar peserta didik di SMP Negeri 16 Kota Jambi. (2) Untuk mengukur perbedaan tingkat konsentrasi belajarpeserta didik di SMP Negeri 16 Kota Jambi sebelum dan setelah diberikan media pembelajaran dengan media permainan Card Game UNO. Penelitian ini merupakan penelitian dengan pengembangan R&D. Populasi dalam penelitian ini adalah semua peserta didik kelas VIII SMP Negeri 16 Kota Jambi, diperoleh 15 orang peserta didik kelas VIII yang terpilih menjadi sampel. Hasil penelitian menunjukkan bahwa kelayakan Card Game UNO dari ahli materi sebesar 81,90% dan kelayakan dari ahli media sebesar 88%, jika angka tersebut dikonversikan maka termasuk ke dalam kategori baik. Penggunaan produk media Card Game UNO dalam layanan bimbingan kelompok sangat efektif untuk meningkatkan konsentrasi belajar.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS GENIALLY SEBAGAI INOVASI PEMBELAJARAN IPAS MATERI KERUSAKAN ALAM SISWA KELAS V SDN 1 GONDANG KABUPATEN TULUNGAGUNG Arnadila, Pingki Dwi; Jadmiko, Rahmad Setyo; Oktaviarini, Nourma
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57546

Abstract

The research on the development of Genially-based interactive media is motivated by the teaching media used in the form of printed images and then attached to the whiteboard. The aim of this study is to develop interactive media based on Genially. This study uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) development model and uses the R&D (Research and Development) method. This research instrument uses a questionnaire. The validity of Genially-based interactive media is seen from the validation results by media expert validators, material experts, student responses, and teacher responses. The results of the validation of Genially-based interactive media on the material of natural damage from media experts obtained an average score of 93% with the category of "very valid". The results of the validation of material experts obtained an average score of 94% with the category of "very valid". The results of the product validation from teacher responses obtained a score of 86% with the category of "very practical", and large group tests or field tests obtained a score of 92% with the category of "very practical". Based on these results, the development of Genially-based interactive media as an innovation in science learning on the material of natural damage is declared very valid and very practical to be used as an interesting and innovative learning medium for fifth-grade students of SDN 1 Gondang.
PENGARUH LATIHAN HURDLE JUMP DAN PIKE JUMP TERHADAP POWER OTOT TUNGKAI PADA ATLET PUTRA CLUB BOLA VOLI SAFATRANS KABUPATEN TULUNGAGUNG Luki Budihartono; Rendhitya Prima Putra; Akbar Husein Allsabah
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.v11i02.57549

Abstract

This study aims to determine the effect of hurdle jump and pike jump training on leg muscle power of male athletes of the Safatrans Volleyball Club, Tulungagung Regency. The study used a quantitative approach with the Quasi Experimental method and a Two Group Pretest-Posttest Design. The sample consisted of 30 athletes divided into two groups using the ordinal pairing technique, namely 15 athletes in the hurdle jump group and 15 athletes in the pike jump group. Measurement of leg muscle power was carried out using a vertical jump test, while data analysis included normality test, homogeneity test, t-test, and ANOVA. The results showed that both training methods had a significant effect on increasing the leg muscle power of athletes. In the hurdle jump group, the t-test results showed a t-count value of 66.585> t-table 2.14479 with a significance of 0.000 <0.05. Meanwhile, the pike jump group obtained a t-count value of 51.331> t-table 2.14479 with a significance of 0.000 <0.05. The ANOVA test results also showed a significant difference in the effect between the two training methods, with an F-value of 18.907 > F-table of 3.35 and a significance level of 0.000 < 0.05. Based on these findings, it can be concluded that hurdle jump and pike jump training are both effective in increasing leg muscle power in volleyball athletes. However, hurdle jump training provided greater improvements than pike jump training, and therefore can be recommended as an alternative training program to develop explosive leg muscle power in athletes.
ANALISIS PENGARUH AUGMENTED REALITY TERHADAP CUSTOMER EXPERIENCE: STUDI PADA FITUR VIRTUAL TRY-ON DI WEBSITE MAKE OVER INDONESIA Nurintan, Cherilda Luqia; Wulan Tresna, Pratami; Rivani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57551

Abstract

The rapid growth of e-commerce has encouraged cosmetic companies to adopt innovative technologies to enhance Customer Experience in online shopping. One of these technologies is Augmented Reality (AR) through the Virtual Try-On feature, which enables consumers to virtually try cosmetic products before making a purchase. This study aims to analyze the effect of Augmented Reality on Customer Experience among users of the Virtual Try-On feature on the Make Over Indonesia website. This research employed a quantitative approach with descriptive and causal methods. Data were collected through questionnaires distributed to 170 female Generation Z respondents who had previously used the Virtual Try-On feature on the Make Over Indonesia website. Data analysis was conducted using validity and reliability tests, classical assumption tests, simple linear regression, t-test, and coefficient of determination analysis with the assistance of SPSS software. The results indicate that the Augmented Reality variable achieved a score of 82.64%, categorized as very high, while Customer Experience scored 81.94%, also categorized as very high. Hypothesis testing revealed that Augmented Reality has a positive and significant effect on Customer Experience, with a t-value of 12.720 and a significance level of 0.000. The coefficient of determination (R²) value of 0.490 indicates that Augmented Reality contributes 49% to Customer Experience, while the remaining 51% is influenced by other fActors beyond the scope of this study. These findings demonstrate that the Virtual Try-On feature effectively enhances Customer Experience by providing a more interActive, informative, and engaging online shopping experience.

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