Pendas : Jurnah Ilmiah Pendidikan Dasar
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.
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PENGEMBANGAN MEDIA KOMIK DIGITAL UNTUK MENINGKATKAN HASIL BELAJAR PENDIDIKAN PANCASILA KELAS IV SDN NGALIYAN 05
Liza Natalia;
Susilo Tri Widodo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i01.22285
This research aims to produce digital comic learning media to improve learning outcomes for class IV Pancasila Education at SDN Ngaliyan 05. The researcher used the Research and Development type of research with the model used by the researcher, namely the ADDIE development model. The subjects in this research were fourth-grade students at SDN Ngaliyan 05. Data collection techniques in this research were observation, interviews, questionnaires, and tests. Based on the results of the two validators, media experts obtained an average score of 93.75%, and material experts with an average score of 89.58%. By stating that the average result from the two validators is 91.66%, it states that digital comic media is in the very valid category. Meanwhile, the results of the practicality and effectiveness analysis that have been carried out show that the results of the practicality analysis for teachers and students obtained an average score of 98.38%. The N-Gain test obtained a value of 0.6958 with a medium classification, which means that digital comic media is effective. Based on research that has been carried out, it is stated that the digital comic learning media was found to be very valid, very practical, and effective in learning Pancasila education for class IV students at SDN Ngaliyan 05.
PENINGKATAN KETERAMPILAN MENULIS NASKAH DRAMA MELALUI FILM PENDEK “JALAN PULANG” SISWA KELAS XI SMA NEGERI 1 PENANGGALAN
Zulfikar;
Pohan, Jusrin;
Sari, Sartika
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
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DOI: 10.23969/jp.v10i01.22298
This study aims to improve the drama scriptwriting skills of students in class XI IPA 1 at SMAN 1 Penanggalan, Kota Subulussalam, Aceh, by utilizing short film media. The classroom action research was conducted at SMAN 1 Penanggalan, Kota Subulussalam, Aceh, specifically in class XI IPA 1. The study was carried out over three months, from August to October 2024. The research data consisted of interview results, test results, and observation sheets obtained from interviews, test implementation, and observations. The test results in the first cycle showed that the percentage of students who scored above the Minimum Competency Criterion (KKM) was only 63.33% of the total students in class XI. In other words, the test results in the first cycle indicated an improvement in student achievement from the pre-action stage, increasing from 33.33% to 63.33%. However, the test results in the first cycle did not reach the target of 75% of students scoring above the KKM. These results indicated the need for a second cycle to further enhance students' drama scriptwriting abilities. Subsequently, it was found that the percentage of students scoring above the KKM in the second cycle increased to 83.33% of the total students in class XI. In other words, the test results in the second cycle showed an improvement in student achievement from the first cycle, increasing from 63.33% to 83.33%. The test results in the second cycle exceeded the target of 75% of students scoring above the KKM.
PENGARUH IMPLEMENTASI MODEL PROJECT BASED LEARNING (PjBL) DENGAN BERBANTUAN FLIPPED CLASSROOM TERHADAP HASIL BELAJAR DAN MOTIVASI BELAJAR IPA SISWA KELAS VI
Syahyan Wibi Andriyani;
Karta Sasmita;
Mestika Sekarwinahyu
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
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DOI: 10.23969/jp.v10i01.22301
This study aims to analyze the effect of the implementation of the Project Based Learning (PjBL) model assisted by Flipped Classroom on the learning outcomes and motivation to learn science of grade VI students at SD Negeri Karang Asih 06, North Cikarang District, Bekasi Regency. The study used a quasi-experimental method with a Treatment by Level (2x2) design in two groups, namely the experimental group using the PjBL model assisted by Flipped Classroom and the control group using conventional learning. Data collection was carried out through learning outcome tests and learning motivation questionnaires. The results showed that the average learning outcomes of students in the experimental group were higher (83.38) than the control group (73.00). The independent t-test showed a significant difference between the two groups (p <0.05), as well as the learning motivation of students in the experimental group experienced a significant increase. These findings prove that the implementation of the PjBL model assisted by Flipped Classroom is effective in improving learning outcomes and student motivation in science subjects.
PENERAPAN MODEL PEMBELAJARAN PJBL DALAM MENINGKATKAN KREATIVITAS SISWA MELALUI KEGIATAN MARKET DAY
Sormin, Yeyen;
Ananthia, Winti;
Furnamasari, Yayang Furi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i01.22312
This research is motivated by the implementation of a learning model that is still teacher-centered and the low creativity of fourth grade students of SD Negeri Pantai Hurip 01. The objectives of this study are 1) To describe the implementation of the Project Based Learning (PjBL) learning model through the P5 Market Day activity. 2) To describe students' responses to the P5 Market Day activity. 3) To describe the supporting and inhibiting factors in the implementation of the Project Based Learning model. This study applies a qualitative approach with a qualitative descriptive analysis research type. Data collection techniques applied in this study are interviews, questionnaires, and document studies. The data analysis technique used is Miles and Huberman's qualitative data analysis which includes data collection, data reduction, data presentation, and conclusions or verification. The results of this study, namely 1) The application of the PjBL learning model has been applied with a good category according to the PjBL steps, 2) The response given by students to the application of the PjBL learning model through Market Day activities is very positive. 3) Supporting and inhibiting factors that are seen in increasing the creativity of grade IV students.
NEUROPSIKOLOGI PENDIDIKAN ISLAM: UPAYA REKONSTRUKSI METODE BELAJAR PAI MELALUI PROSES INTEGRASI POTENSI KOGNITIF DAN SPIRITUAL SISWA
Raychan Assabiq;
Wantini
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 December 2024 In Press.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i04.22328
Islamic Religious Education (PAI) is currently facing significant challenges in developing learning methods that can comprehensively integrate the cognitive and spiritual potential of students. This research aims to reconstruct an innovative PAI learning method model through a neuropsychological approach, with a primary focus on efforts to explore and integrate cognitive and spiritual dimensions in the learning process. The method used is library research with a qualitative-interpretative approach. The research was conducted through a comprehensive analysis of primary and secondary library sources, including scientific journals, reference books, and academic publications from the last 10-15 years. Data analysis techniques used content analysis and comparative analysis, with source triangulation to ensure the validity of the findings. As for The research results indicate that Islamic Religious Education (PAI) requires a holistic approach that combines cognitive and spiritual aspects to shape individuals who are intelligent and morally-spiritually mature. Religious education not only encompasses cognitive understanding but also the processing of emotions and spiritual experiences. Innovative methods such as experiential learning and deep reflection strengthen the understanding of Islamic values. The integration of cognitive and spiritual competencies in the PAI curriculum creates a generation that applies religious teachings in daily life, preparing them to face the challenges of the times.
EKSPLORASI ETNOMATEMATIKA PADA BENTUK KETUPAT DALAM TRADISI REBO WEKASAN DAN RELEVANSINYA DENGAN PEMBELAJARAN MATEMATIKA DI SD
Resa Syam Rahmawati;
Ani Siti Anisah;
Ade Holis
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i01.22348
Mathematics holds an important position in the field of education, especially in elementary schools. Mathematics in elementary schools, especially in geometry material, can be more contextual and represented through the ketupat form in the Rebo Wekasan tradition. This study aims to explore ethnomathematics in the ketupat form in the Rebo Wekasan tradition and its relevance in mathematics learning. The method applied is the approach used in this study is a descriptive qualitative approach. Data were collected through various methods such as observation, interviews, and documentation. Data analysis was carried out through several stages, namely data collection, data reduction, data presentation, drawing conclusions and verification. This study found that ethnomathematics in the form of ketupat in the Rebo Wekasan tradition is related to mathematics and is relevant to geometry material in elementary schools which can be used as a learning medium that is relevant to everyday life to help students, especially grade 3, to better understand the material being taught.
PENGARUH MODEL PEMBELAJARAN KONTEKSTUAL DAN MEDIA KONGKRET TERHADAP HASIL BELAJAR IPA KELAS V DI SEKOLAH DASAR
Ana Cinde Karnasih;
Sugilar Gandasasmita;
Yuyun Elizabeth Patras
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i01.22360
This study aims to analyze the effect of the contextual teaching and learning (CTL) model supported by concrete media on science learning outcomes of fifth-grade students of SDN Mekarsari, Bekasi. The research method used was a quasi-experiment with a nonequivalent control group design. The sample consisted of 67 students, divided into an experimental class (34 students) and a control class (33 students), selected by purposive sampling. The experimental class used the CTL learning model with concrete media, while the control class used conventional learning methods. Data collection was carried out through observation, pretest-posttest, and questionnaires. Data were analyzed using SPSS Version 21, with normality, homogeneity, N-Gain, and t-test tests. The results showed that there was a significant difference between student learning outcomes in the experimental class and the control class. The average N-Gain value in the experimental class was 44.52%, higher than the control class of 29.22%. The t-test confirmed a significant difference (p <0.05) between the two groups. These findings indicate that the application of contextual learning models with concrete media is effective in improving students' science learning outcomes.
PENGGUNAAN MEDIA PEMBELAJARAN VIDEOSCRIBE UNTUK MENINGKATKAN MINAT BELAJAR SISWA
Rahma Dilla Zainuri;
Mitra Sasmita;
Haerudin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10 Nomor 1, Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i01.22361
Learning media is a very important part of the learning process because it is a tool and method used by teachers to convey information in the classroom. There are many innovations happening in the world of education today, one of which is the use of Videoscribe, an animation design application with a white background like a blackboard. Based on the results of observations and interviews with grade V students of Madrasah Ibtidaiyyah Al-Ianah, it was found that students' learning motivation was still low because the use of media was less interesting. The purpose of this research is to create Videoscribe-based learning media. The research instruments are observation and interview, while the analysis method is based on linguistic data such as notes, comments, suggestions and criticisms from students and peers. The results of this study can make learning more interesting, increase student motivation, avoid boredom, and train student thinking from concrete to abstract and simple to complex Students can place visual elements together. Connect the overall visual message with your own experience. Draw conclusions from what you visualise. Then, create new concepts based on what you learnt earlier.
PENGARUH MODEL PEMBELAJARAN INQUIRY TERHADAP KEMAMPUAN MENULIS KELAS IV SDN TENGGILIS MEJOYO I SURABAYA
Riris Rosiandani Arrochim;
Danang Prastyo
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
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DOI: 10.23969/jp.v10i01.22365
The inquiry learning model that is the background of this study is a series of instructional exercises that emphasize the application of critical thinking and analysis of problems submitted based on teacher guidance. This study aims to determine whether the inquiry model has an effect on the writing ability of class IV SDN Tenggilis Mejoyo I Surabaya. A quasi-experimental design with a nonequivalent posttest only control design was used in this study. 27 students from class IV A and 28 students from class IV became the research sample. The results of the normality and homogeneity tests showed that the variance was not homogeneous and the data were not normally distributed. Therefore, the Mann-Whitney test was used in this study. Based on the "test statistics" table in the Mann-Whitney test, it obtained 0.001 <0.05, which is a 2-tailed significance level, so H0 is rejected. Therefore, it can be said that the writing ability of the experimental and control groups is different. So the inquiry learning model has an effect on the writing ability of class IV SDN Tenggilis Mejoyo I Surabaya, the formulation of the problem can be solved.
PENGEMBANGAN GAME EDUCATION BERBASIS ANDROID TERHADAP KEMAMPUAN COMPUTATIONAL THINKING DALAM MATERI TIK PADA SISWA KELAS VIII SMPN 2 PONTIANAK
Agun Saputro, Alexander;
Darma, Yudi;
Puspitasari, Henny
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v10i01.22372
This research was carried out with the aim of producing an Android-based educational game for Computational Thinking abilities in ICT material for class VIII students at SMPN 2 Pontianak. This research uses the Research and Development (R&D) research method by applying the ADDIE research model which is in accordance with the Research and Development research stages. In this research there are two research subjects, namely product development subjects and product trial subjects. Data collection techniques in this development research are interviews, documentation and indirect communication. Meanwhile, the data collection tools used were interview guides, documentation, and validation sheets in the form of respondent questionnaires and expert validation. The findings from research on the development of Android-based educational games on computational thinking abilities in ICT materials in class VIII students at SMPN 2 Pontianak are a learning medium in the form of an Android digital (technology-based) game with the name EDUTIK game which is used as a learning medium in schools. The results of this research produced educational games with a validity level of 91.4% (Very Valid), Practical 94.3% (Very Practical), and an effectiveness level of 90.2% (Very Effective). In the sense that the educational game that has been developed can be said to be suitable for use as a digital learning medium and can improve the computational thinking abilities of class VIII students at SMPN 2 Pontianak.