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Contact Name
Acep Roni Hamdani
Contact Email
acepronihamdani@unpas.ac.id
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+6287726846888
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jurnalilmiahpendas@unpas.ac.id
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Jl. Taman Sari No. 6-8 Bandung
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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
ANALISIS KETERAMPILAN MENULIS PUISI ANAK SEKOLAH DASAR MELALUI PEMANFAATAN CERITA SENDANG PENGILON: ANALISIS KETERAMPILAN MENULIS PUISI ANAK SEKOLAH DASAR MELALUI PEMANFAATAN CERITA SENDANG PENGILON Sri Lestari; Erika Nuril Izza; Lestari; Mohammad Kanzunnudin
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.v11i03.59795

Abstract

Pembelajaran menulis puisi di sekolah dasar sering menghadapi kendala berupa keterbatasan siswa dalam menemukan ide dan mengembangkan imajinasi. Salah satu strategi yang dapat diterapkan untuk membantu siswa mengonstruksi dan mengembangkan gagasan yakni melalui pemanfaatan cerita rakyat sebagai stimulus dalam kegiatan pembelajaran. Penelitian ini bertujuan untuk mendeskripsikan proses pembentukan makna dan respons kreatif siswa sekolah dasar dalam peningkatan menulis puisi melalui cerita Sendang Pengilon. Penelitian menggunakan pendekatan kualitatif deskriptif dengan subjek penelitian siswa sekolah dasar. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi hasil puisi siswa. Analisis data dilakukan melalui tahapan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan siswa membangun pemaknaan yang beragam terhadap cerita Sendang Pengilon sesuai dengan pengalaman, pengetahuan, dan sudut pandang masing-masing. Proses pemaknaan tersebut mendorong siswa mengembangkan gagasan, imajinasi, dan ekspresi yang kemudian dituangkan dalam bentuk puisi. Respons kreatif siswa tampak pada keberagaman tema, penggunaan ungkapan deskriptif, serta kemampuan menghubungkan pesan cerita dengan pengalaman pribadi dan lingkungan sekitar. Temuan penelitian menunjukkan bahwa cerita Sendang Pengilon tidak hanya berfungsi sebagai bahan bacaan, tetapi juga sebagai sarana yang mendukung pembentukan makna dan pengembangan kreativitas siswa dalam pembelajaran menulis puisi. Dengan demikian, pemanfaatan cerita rakyat dapat menjadi alternatif pembelajaran sastra yang bermakna dan kontekstual di sekolah dasar.
Pengaruh Penggunaan Media Torso Berbantuan Augmented Reality Terhadap Minat Belajar Siswa Kelas V Pada Pembelajaran IPA di SDN Kota Bengkulu Zeilin Mepa Masmay; Noperman, Feri; Tarmizi, Pebrian
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.59796

Abstract

This study aims to determine whether the use of torso media assisted by Augmented Reality (AR) has a significant effect on the learning interest of fifth-grade students in science learning at SDN 35 and SDN 99, Bengkulu City. This study used a quasi-experimental method wit the matching only pretest-posttest group design. Student learning interest was measured using a Likert scale questionnaire. Data were collected by distributing the questionnaire. Data were analyzed using an independent sample t-test. The results showed that the average significance value of the posttest t-test between the experimental group and the control group was 0.039 <0.05. Thus, it can be concluded that the use of torso media assisted by Augmented Reality has a significant effect on the learning interest of fifth-grade students in science learning at SDN 35 and SDN 99, Bengkulu City.
PENERAPAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) BERBASIS GAME INTERAKTIF WORDWALL PADA PELAJARAN BAHASA INDONESIA KELAS VIII SMPN 2 SELONG Ramadhani, Ilham; Hary Murcahyanto; Rohayati
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.v11i03.59797

Abstract

This study aims to improve the quality of the Indonesian language learning process for eighth-grade students at SMPN 2 Selong by implementing the Problem-Based Learning (PBL) model in conjunction with the interactive game platform Wordwall. The study employed a participatory Classroom Action Research (CAR) approach involving 43 students. Data were collected through observation, questionnaires, and documentation, and subsequently analyzed qualitatively through the stages of data condensation, presentation, and conclusion verification. The results indicate that the implementation of Wordwall-based PBL enhanced the quality of the learning process, evidenced by increased student engagement, collaboration skills, and active participation in learning activities. Questionnaire results revealed that all students responded positively to the instruction, with 53.49% identifying the interactive games as the most helpful activity for understanding the material. The integration of PBL and Wordwall rendered the learning experience more interactive, collaborative, student-centered, and meaningful. These findings suggest that the model holds potential as an alternative approach to improving the quality of Indonesian language instruction, although further extensive research is warranted.
UPAYA PENERAPAN MEDIA PERMAINAN KARTU HURUF UNTUK MENINGKATKAN KEMAMPUAN MENGENAL HURUF PADA ANAK KELOMPOK B DI TK AISYIYAH BUSTANUL ATHFAL III Yanti, Asma Asra; Margiani, Kristin; Neonufa, Samrid; G. Betty, Credo
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.v11i03.59798

Abstract

This study aims to describe the efforts of implementing letter card game media to improve letter recognition skills in Group B children at TK Aisyiyah Bustanul Athfal III. The main problems focused on are children who have not yet recognized letters and those who have difficulty arranging letters. This research employs a descriptive qualitative approach with data collection techniques through interviews, observation, and documentation. Data validity was ensured through technique triangulation. Data analysis used the Miles and Huberman model, which includes data collection, data reduction, data presentation, and conclusion drawing. The subjects of this study were all Group B teachers at TK Aisyiyah Bustanul Athfal III who directly stimulate children's letter recognition abilities. The results show that children's letter recognition skills have developed, as indicated by their improved ability to recognize, name, distinguish, and match letters. The implementation of letter card game media also helps create an interesting and enjoyable leaming atmosphere for children. In improving children's letter recognition skills, teachers undertake several efforts: (1) introducing letters through letter card games by showing the cards and explaining the shape and name of the letters; (2) guiding children to pronounce and repeat letters to facilitate memory and recognition; (3) inviting children to match letter cards with appropriate pictures or symbols to help them understand the relationship between letters and their meanings, (4) providing opportunities for children to play and interact directly with the letter cards to increase their activity and involvement, and (5) providing reinforcement and motivation during activities to build children's confidence in recognizing and naming letters. Keywords: Letter Card Game Media, Letter Recognition, Early Childhood
PENGEMBANGAN VARIASI MODEL PERMAINAN EDUKATIF DEEP LEARNING PADA KOMPONEN KELINCAHAN KEBUGARAN JASMANI BERBASIS FLIPBOOK PADA SISWA KELAS VII DI SMP NEGERI 2 MALANG Siti Nurrochmah; Muhammad Zamani Dwi Ardiansyah
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.v11i3.59803

Abstract

This study was motivated by the fact that Physical Education (PJOK) instruction specifically in the area of agility as a component of physical fitness at SMP Negeri 2 Malang remains monotonous, teacher-centered, and fails to utilize innovative digital media, resulting in low student engagement and understanding. The purpose of this study was to develop a variety of educational game models based on deep learning through a circuit training approach, presented in a flipbook format, for seventh-grade students at SMP Negeri 2 Malang. The method used was Research and Development (R&D) based on the ADDIE model. The research subjects consisted of one media expert, one content expert, and 31 seventh-grade students. Data were collected using a Likert-scale questionnaire. Validation results showed that the flipbook product received a 98% rating from the media expert and a 99% rating from the content expert; both ratings were categorized as “highly valid” and suitable for use without revision. The product also received a very positive response from 96.8% of the students. Thus, this product is suitable for use as a Physical Education (PJOK) learning medium for the agility component of physical fitness for seventh-grade students at SMP Negeri 2 Malang.
ANALISIS KESULITAN SISWA DALAM MENYELESAIKAN SOAL CERITA BERBASIS LITERASI SAINS DI SEKOLAH DASAR KOTA BULA SERAM BAGIAN TIMUR, MALUKU Nanda, Dea Ariska; Ibrahim, Nurlaiha
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.v11i03.59804

Abstract

Scientific literacy is an essential competency for elementary school students; however, many students still experience difficulties in solving PISA-oriented scientific literacy word problems. This study aimed to analyze the difficulties encountered by sixth-grade elementary school students in solving scientific literacy- based word problems on ecosystem balance and environmental conservation. A descriptive qualitative approach was employed involving 50 sixth-grade students from two public elementary schools. Data were collected through scientific literacy tests, interviews, and documentation, and analyzed using content analysis. The findings revealed that students experienced difficulties across three scientific literacy competencies: explaining phenomena scientifically, evaluating scientific inquiry and interpreting data and evidence, and using scientific information to make decisions. High-achieving students generally understood the problem context but were not yet consistent in using scientific evidence to support their answers. Moderate-achieving students had difficulties relating scientific concepts to evidence, while low-achieving students struggled to understand problem contexts, interpret data, and provide scientific reasoning. These findings indicate that students’ difficulties are associated not only with conceptual understanding but also with their ability to comprehend contextual information, interpret evidence, and apply scientific reasoning. The study suggests that science instruction should emphasize contextual and evidence-based learning activities to strengthen students’ scientific literacy and improve their ability to solve scientific literacy-based word problems
Kajian Literatur Tentang pemanfaatan media pembelajaran digital dalam pembelajaran IPA SD dan implikasinya di kota Pekanbaru Ditashaliha , Arsila; Nabila, Fara; Salsabila, Zakia; sari, Lusiana; Latifa Yuwono, Tia Dita Putri
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.v11i02.59805

Abstract

The development of digital technology has brought significant changes in the world of education, including in the learning of natural science (IPA) in elementary schools. The use of digital learning media is considered capable of creating a more interactive, interesting learning process and supporting the improvement of students' conceptual understanding. This study aims to examine the use of digital learning media in science learning in elementary schools and analyze its implications for the learning process in Pekanbaru City. The research method used is a literature review by examining various scientific articles, national journals, and relevant sources related to digital learning media in elementary science learning. Data were analyzed through the stages of collection, reduction, presentation, and drawing conclusions. The results of the study indicate that the use of digital learning media, such as learning videos, interactive applications, animations, and online learning platforms, has a positive impact on learning motivation, student engagement, critical thinking skills, and science learning outcomes of elementary school students. In addition, the use of digital media also helps teachers in conveying abstract material in a more concrete and easy to understand manner. However, its implementation in Pekanbaru City still faces several obstacles, such as limited facilities and infrastructure, teachers' digital literacy skills, and unequal internet access. Therefore, support from schools and the government is needed to provide facilities and training in the use of digital media for teachers so that science learning in elementary schools can be more effective and innovative.
PENINGKATAN HASIL KELILING DAN LUAS BANGUN DATAR MENGGUNAKAN MODEL PROBLEM BASED LEARNING DI KELAS V SDN 04 CUBADAK AIR KOTA PARIAMAN Yulia Syafitri, Febrina; Ahmad, Syafri; Hendri, Sherlyane; Zainil, Melva
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.v11i03.59806

Abstract

This research is motivated by the low learning outcomes of students in Mathematics learning, especially the material of perimeter and area of ​​flat shapes, in grade V of SDN 04 Cubadak Air, Pariaman City. This problem is characterized by low student involvement in the learning process and many students who have not achieved the Learning Objectives Achievement Criteria (KKTP). This study aims to describe the improvement of student learning outcomes through the application of the Problem Based Learning (PBL) model. This research is a Classroom Action Research (CAR) with a qualitative and quantitative approach implemented in two cycles. Cycle I consists of two meetings, while cycle II consists of one meeting. Each cycle includes the planning, implementation, observation, and reflection stages. Data were collected through test and non-test techniques. The research subjects were teachers and 22 grade V students of SDN 04 Cubadak Air, Pariaman City. The results showed an increase in all observed aspects. The assessment of the teaching module increased from an average of 86.05% in cycle I to 97.2% in cycle II. The implementation of learning, in terms of teachers 89.1% and students 87.49, increased to 96.4%. Student learning outcomes also increased from an average of 72.65 in cycle I to 85.49 in cycle II. Thus, it can be concluded that the implementation of the Problem Based Learning model is effective in improving student learning outcomes on the material of the perimeter and area of ​​flat shapes in class V SDN 04 Cubadak Air Kota Pariaman.
IMPLEMENTASI INTEGRATED MARKETING COMMUNICATION MELALUI BRAND ACTIVATION DALAM MENINGKATKAN BRAND AWARENESS KAI WISATA Ramadhani Regita Zein, Nadia; Mutiah, Tuty; Saputra Dewa, Faris
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.v11i03.59807

Abstract

KAI Wisata continues to strengthen its corporate brand by implementing various brand activation programs designed to increase public awareness of its tourism services. This study examines how communication strategies are applied within these activities and evaluates their contribution to enhancing brand awareness. A descriptive qualitative approach was employed through in depth interviews, direct observation, and documentation. Data were analyzed using the concepts of Integrated Marketing Communication (IMC), communication strategy, brand activation, and brand awareness. The findings indicate that the company integrates multiple communication elements, including advertising, sales promotion, public relations, personal selling, direct marketing, and event and experience, to create meaningful interactions with its target audience. These activities are reinforced by the selection of competent communicators, audience oriented message development, the use of diverse communication media, and the implementation of interactive engagement during brand activation events. As a result, the communication strategy contributes to strengthening brand recognition and brand recall among participants. Nevertheless, continuous communication efforts are still required to achieve stronger top of mind awareness and broaden public understanding of the company's comprehensive range of tourism services.
EFEKTIVITAS BIMBINGAN KELOMPOK DENGAN MEDIA GAME INTERAKTIF DIGITAL WORDWALL UNTUK MENINGKATKAN INTERAKSI SOSISAL SISWA KELAS IV SD NEGERI PRAWIT 1 SURAKARTA TAHUN 2026 Sukmawati Dewi, Pingky; Adi Putro , Eko; Dwi Sholikhah, Linda
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 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.v11i03.59811

Abstract

This study aimed to examine the effectiveness of group guidance services using Wordwall digital interactive games in improving the social interaction of fourth-grade students at SD Negeri Prawit 1 Surakarta. The research employed a quantitative approach with a quasi-experimental method using a nonequivalent control group design. The population consisted of 58 fourth-grade students. The sample was selected through purposive sampling, resulting in 30 students with low to moderate levels of social interaction, who were divided into an experimental group and a control group, each consisting of 15 students. The research instrument was a questionnaire that had been tested for validity and reliability, supported by interviews, observations, and documentation. The data were analyzed using normality, homogeneity, and t-test analyses. The results showed that the experimental group experienced a greater improvement in social interaction scores compared to the control group. The pretest and posttest results indicated a significant difference, as shown by the Independent Samples t-test (Sig. (2-tailed) = 0.046 < 0.05 and the Paired Samples t-test (Sig. (2-tailed) < 0.001 < 0.05. These findings indicate that group guidance services using Wordwall digital interactive games are effective in improving students’ social interaction. Keywords: group guidance, Wordwall, social interaction.

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