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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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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
PENTINGNYA SERVICE POINT BANK MANDIRI TASPEN KCP BANGKO DALAM MEMBERIKAN LAYANAN OPTIMAL BAGI CALON NASABAH PENSIUN DI KABUPATEN SAROLANGUN Tya Afyka
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.v11i03.60607

Abstract

The pensioner group represents a segment of customers with unique financial needs, thus requiring banking services that are responsive, secure, and satisfaction-oriented. The existence of the service point not only serves as a means of access to financial products and services but also functions as a medium for enhancing trust, financial literacy, and economic well-being among prospective pensioners. This study employed a qualitative descriptive method with data collection techniques including observation, interviews, and documentation study. The findings indicate that optimizing service point performance at Bank Mandiri Taspen KCP Bangko significantly contributes to strengthening the relationship between the bank and its customers, improving service efficiency, and supporting sustainable business strategies. Therefore, the service point plays a strategic role in ensuring service quality and enhancing the competitiveness of banking institutions at the local level.
WALI SONGO DAN ISLAMISASI KULTURAL JAWA: PERSPEKTIF HISTORIS DAN ANTROPOLOGIS Fadhila Najah Annisa; Hanina Najma Adzkia; Syifa Karimah Putri; Muhammad Syafiurrahman; Rihlah Nur Aulia
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.v11i03.60610

Abstract

The cultural Islamization of Java carried out by the Wali Songo represents a majorcontribution to the propagation of Islam. The unification and blending of Islam withlocal culture stands as clear evidence of the acculturation that took place. Therefore,this study aims to provide an in-depth discussion from a historical perspective,complemented by an anthropological perspective, given that existing discussionson the topic remain fairly limited. The methodology employed is a literature study,conducted through a review of various articles and journals relevant to the topics.The findings show that the Wali Songo employed four main strategies: trade,marriage, education, and the arts which ultimately unified Islam with localcommunity culture. Examples include the incorporation of wayang kulit (shadowpuppet) performances that conveyed Islamic values, as well as religious ritualscontaining Islamic prayers that nevertheless retained elements of Hindu-Buddhistculture still embedded in Javanese society. This ultimately had a remarkable impacton the practice of Islam, particularly in the Java region, an influence that remainsrelevant to this day.Islamisasi kultural jawa yang dibawa oleh wali songo merupakan bentuk kontribusiyang besar dalam mendakwahkan agama Islam. penyatuan dan percampuranIslam dengan budaya lokal merupakan bukti nyata akulturasi yang terjadi.Maka dariitu, penelitian ini bertujuan untuk memberikan pembahasan mendalam dariperspektif historis yang akan dilengkapi oleh perspektif antropologi karenapembahasannya yang masih cukup terbatas. Metodologi yang digunakan berupastudi literatur melalui penelusuran berbagai artikel maupun jurnal yang relevandengan topik pembahasan. Hasil penelitian menunjukkan bahwa terdapat empatstrategi utama yang digunakan wali songo yakni perdagangan, pernikahan,pendidikan, dan seni yang akhirnya menyatukan Islam dengan budaya masyarakatlokal. Seperti menyatukan persembahan wayang kulit yang didalamnya menyampaikan nilai-nilai Islam, maupun ritual keagamaan yang terdapat doa-doanamun masih menggunakan budaya hindu-budha yang masih melekat padamasyarakat jawa. Hal ini pada akhirnya memberikan dampak yang luar biasa padakacamata Islam terkhusus wilayah jawa yang masih relevan hingga saat ini
PENINGKATAN KEAKTIFAN BELAJAR MATEMATIKA MELALUI PENERAPAN MODEL GAME BASED LEARNING PADA SISWA KELAS III SDN KARANGBESUKI 2 KOTA MALANG Satifa, Bella; Rahayu, Sri; Fantayani
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.v11i03.60611

Abstract

The research was motivated by the low level of learning activeness among third-grade students in mathematics, particularly on the topic of data presentation in tables, at SDN Karangbesuki 2 Malang City. This study aimed to improve students' learning activeness in mathematics on the topic of data presentation in tables through the implementation of the Game-Based Learning model. The study employed Classroom Action Research (CAR) as its research method, with data collected through observation and learning activeness questionnaires. The collected data were analyzed using both quantitative and qualitative descriptive analysis. The findings revealed that the implementation of the Game-Based Learning model in mathematics instruction on data presentation in tables successfully improved students' learning activeness. This improvement was evidenced by the increase in the observation results of learning activeness, which rose from 30.43% in the pre-cycle stage to 52.17% at the end of Cycle I and reached 86.96% at the end of Cycle II. Similarly, the learning activeness questionnaire results increased from 39.13% in the pre-cycle stage to 69.57% at the end of Cycle I and reached 91.30% at the end of Cycle II. Therefore, the predetermined success indicator of the study, namely that at least 75% of students achieve the active and highly active categories, was successfully attained.
PENINGKATAN LITERASI MEMBACA PEMAHAMAN MELALUI BUKU CERITA BERBASIS FLIPBOOK PADA SISWA KELAS II SEKOLAH DASAR Dwi Masitha, Amalia; Rahayu, Sri; Sa’diyah, Halimatus
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60612

Abstract

Reading comprehension literacy is an important skill that should be developed in elementary school to help students understand information and build knowledge. However, observations in the second grade of SDN Karangbesuki 2 Malang showed that many students still had difficulty understanding the texts they read, even though most of them could read fluently. This study aimed to improve students’ reading comprehension literacy through the use of flipbook-based storybooks. The research used the Classroom Action Research (CAR) method based on the Kemmis and McTaggart model, consisting of two cycles with the stages of planning, action, observation, and reflection. The participants were 23 second-grade students of SDN Karangbesuki 2 Malang. Data were collected through tests, observations, interviews, and documentation and analyzed using descriptive quantitative and qualitative methods. The results showed that students’ classical learning mastery increased from 30.43% in the pre-cycle to 60.87% in Cycle I and 86.96% in Cycle II. Teacher and student activities during the learning process also improved and reached the “very good” category. Therefore, the use of flipbook-based storybooks was effective in improving the reading comprehension literacy of second-grade elementary school students.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBANTUAN APLIKASI ARTICULATE STORYLINE 3 PADA PEMBELAJARAN IPA MENGGUNAKAN MODEL PROBLEM BASED LEARNING DI KELAS V SEKOLAH DASAR Amani, Atika Zata; Fitria, Yanti; Zuryanty; Media, Afriza
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60613

Abstract

This research is motivated by the lack of innovative technology-based learning media and teachers' limitations in designing interactive media. This study aims to develop interactive multimedia assisted by Articulate Storyline 3 for 5th-grade elementary school science learning using the Problem-Based Learning (PBL) model, integrating images, audio, text, and animation. Using a Research and Development (R&D) approach with the ADDIE model, the study involved 14 trial students SDN 20 Pasaman and 46 research students SDN 05 Pasaman and SD El-Ma’arif, along with their respective classroom teachers. Data were collected via validation questionnaires (material, language, and media experts) and practicality questionnaires. The results show that the multimedia is highly valid, practical, and effective. It achieved an average validity score of 93.33% (86% material, 98% language, 96% media), categorized as "highly valid." Teacher and student practicality reached 88% and 91.71% in the trial school, and 92% and 94.03% in the research schools, all categorized as "highly practical." Effectiveness tests showed positive results with N-Gain scores of 0.76 (trial school), 0.84 (Research School I), and 0.81 (Research School II), indicating a "high" category improvement in learning outcomes. In conclusion, the interactive multimedia assisted by Articulate Storyline 3 using the PBL model for 5th-grade science learning is valid, practical, and effective for the educational process.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI KONTEKSTUAL BERBASIS LINGKUNGAN SEKITAR PADA MATERI SIKLUS HIDUP TUMBUHAN DALAM PEMBELAJARAN IPAS UNTUK KELAS V SD KABUPATEN TULUNGAGUNG Septiana Prapbantari, Vara; Suryaning Astutik, Leny
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.v11i03.60614

Abstract

This research is motivated by the limited use of animated video media in IPAS (science and social studies) learning. This study aims to develop a contextual animated video learning media based on the surrounding environment for the plant life cycle topic in grade V elementary school IPAS learning. The researcher used the Research and Development (R&D) method with the ADDIE model, covering the stages of analysis, design, development, implementation, and evaluation. The developed product was an animated video created using Canva, containing materials on the life cycles of mango and tomato plants. Product validation was carried out by media and material experts, while the practicality test was conducted through a small-group trial with 8 students and a large-group trial with 22 students at SD Negeri II Kenayan, Tulungagung Regency. Research data were obtained through observation, interviews, validation sheets, and student and teacher response questionnaires. The results showed that the contextual animated video obtained a validity score of 91.5% from media experts and 88% from material experts, both in the very valid category. The practicality test showed that the teacher response reached 92% and the student response reached 87%, both in the very practical category. Based on these results, the contextual animated video for grade V IPAS learning is declared very valid and very practical, so it is feasible to be used in learning.
PENERAPAN LKPD BERBASIS PEMBELAJARAN MENDALAM PADA SISWA KELAS V DI SD NEGERI 174/VII MERIBUNG II KABUPATEN SAROLANGUN Karnila; MY, Mahmud; Firdaus, Heroza
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Verified
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60615

Abstract

The implementation of Student Worksheets (LKPD) based on Deep Learning has become an important strategy for creating meaningful, active, and student-centered learning. This study aimed to describe the implementation of Deep Learning-based LKPD for fifth-grade students at SD Negeri 174/VII Meribung II, Sarolangun Regency. This research employed a qualitative approach with a descriptive research design. The research participants consisted of the principal, fifth-grade teacher, and students selected through purposive sampling. Data were collected through observation, interviews, and documentation, and were analyzed using data reduction, data display, and conclusion drawing techniques. Data validity was ensured through source and technique triangulation. The findings revealed that the implementation of Deep Learning-based LKPD was carried out through three stages: introductory activities, material presentation, and practical learning activities using LKPD. The implementation enhanced students' learning engagement, critical thinking skills, collaboration, and conceptual understanding. Supporting factors included teachers' understanding of the Deep Learning approach, systematic instructional planning, and the use of contextual LKPD. Meanwhile, the main obstacles were limited instructional time, inadequate facilities, and differences in students' learning abilities. These challenges were addressed by adapting instructional strategies, utilizing the surrounding environment as a learning resource, and providing additional guidance to students who encountered learning difficulties. Therefore, Deep Learning-based LKPD can serve as an effective instructional alternative to improve the quality of science and social studies (IPAS) learning in elementary schools.
ANALISIS NILAI SOSIAL BUDAYA DALAM CERITA ANAK DAN KESESUAIANNYA DENGAN TAHAP PERKEMBANGAN PESERTA DIDIK DI SEKOLAH DASAR Anggraeni, Ria; Saepurokhman, Asep; Hidayat Sutisna, Rony
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.v11i03.60616

Abstract

Storybooks in elementary schools are often merely used for reading practice or simple entertainment. However, a critical issue arises when the socio-cultural values within these stories are conveyed through complex metaphors or morally ambiguous characters. For elementary school students, this risks causing misinterpretations due to their cognitive limitations. Driven by this problem, this study aims to dissect the socio-cultural values, examine their presentation, and evaluate the suitability of three stories “Si Kancil dan Seruling Ajaib”, “Gajah yang Sombong”, and “Pangeran Katak” in relation to children's psychological development stages. This study employs a descriptive qualitative method through an in-depth text analysis without involving direct testing on students. Data were analyzed by contrasting sociological aspects, such as social values and norms, against developmental theories for children aged 7–11. These theories encompass concrete operational cognitive capacity, psychosocial and emotional conditions, and moral reasoning. The findings reveal that a story's suitability heavily relies on a linear plot and a clear, real-world cause-and-effect relationship that aligns with the child's daily experiences. Conversely, stories depicting trickery disguised as cleverness tend to trigger moral confusion. Through this mapping, this research successfully formulates a critical-scientific curation pattern. This framework serves as a practical guide for both teachers and parents in selecting the right reading materials to effectively foster children's character development.
IMPLEMENTASI PEMBELAJARAN TERPADU BERBASIS ISLAM DAN TEKNOLOGI DIGITAL PADA MATA PELAJARAN IPAS DI SEKOLAH DASAR Aliska; Dede Sri Nur Khotimah; Fina Afifatul Jannah; Naila Maharani; Ria Nita; Alif Piyan Herliana; Farhan Rayhan; Gita Lestari Agustin; Hesti Levia Oktavina; Neiza Ahnaf Fauziyah; Tubagus Farezh Fathurohman
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.v11i03.60618

Abstract

Elementary school learning should connect scientific understanding, character, and responsible digital practice. This study analyzes integrated IPAS learning that combines Islamic values and digital technology. A qualitative literature review examined 15 official policy documents, international reports, and peer-reviewed articles published in 2021-2025. Thematic analysis found that Islamic values can be embedded in objectives, inquiry activities, reflection, and ethical action. Interactive e-modules, videos, digital games, learning platforms, and augmented reality support participation, conceptual understanding, and digital literacy when they serve clear pedagogical goals. Integrated activities also strengthen responsibility, cooperation, and environmental awareness. Implementation is limited by teacher competence, unequal infrastructure, limited integrated materials, and incomplete assessment. The study proposes a four-stage framework: learning objectives, value connections, appropriate technology, and reflective follow-up.
Peningkatan Minat Baca Melalui Penggunaan Media Video Animasi Pada Mata Pelajaran Bahasa Indonesia Kelas V SD GMIT Manumuti Novita Mali Laku, Jeni; Fembriani; Netty E. A. Nawa
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

Abstract

This study was motivated by the low reading interest of fifth-grade students at SD GMIT Manumuti, which was reflected in students’ lack of enthusiasm for reading activities both independently and during Indonesian language learning. This condition affected students’ participation and engagement in classroom learning activities. The purpose of this study was to improve students’ reading interest through the use of animated video media in Indonesian language learning. The study employed Classroom action research (CAR) using the Kemmis and McTaggart model, consisting of planning, action, observation, and reflection stages implemented in two cycles. The participants were 21 fifth- grade students of SD GMIT Manumuti. Data were collected through observation, questionnaires, interviews, and documentation. The data were analyzed using descriptive quantitative and qualitative techniques. The findings revealed that the implementation of animated video media successfully improved students’ reading interest. In the inital condition, most students demonstrated low reading interest. After the implementation of cycle I, the classical completeness reached 47.6% with an average score of 73.80%. Furthermore, in cycle II, students’ reading interest increased significantly, reaching an average score of 90.83% and a classical completeness rate of 85.71%. These findings indicate that animated video media is effective in enhancing students’ reading interest in Indonesian language learning at the elementary school level.

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