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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 27,903 Documents
TRANSFORMASI RUANG LITERASI MENJADI EKOSISTEM PEMBELAJARAN BERMAKNA BAGI SISWA SEKOLAH DASAR Puji Lestari, Berlian; Siti Aisyah; Neng Intan Juliani; Siti Apsoh; Gilang Mas Ramadhan
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.v11i03.61771

Abstract

This study aims to describe the transformation of a school literacy room into a meaningful learning ecosystem that supports the development of fourth-grade students' literacy skills at SD Negeri Sirnagalih. Literacy is a fundamental competence that underlies academic success, yet the mere availability of a physical literacy room does not automatically improve students' reading ability. Using a qualitative descriptive approach, data were collected through observation, in-depth interviews, and documentation involving the principal, the fourth-grade teacher, and fourth-grade students as research subjects. Data were analyzed using the interactive model of Miles and Huberman, comprising data reduction, data display, and conclusion drawing. The findings indicate that the literacy room evolves into a meaningful learning ecosystem when several interrelated components function synergistically, namely varied and age-appropriate reading materials, a structured literacy program, a comfortable physical setting, teacher facilitation, peer interaction, family support, and consistent evaluation. Within this ecosystem, students demonstrated progressive improvement in reading fluency, reading comprehension, the ability to identify main ideas, retelling skills, and writing simple summaries, along with a stronger reading habit and greater confidence in communicating ideas. The study concludes that a literacy room reaches its optimal function not as a static facility but as a living ecosystem integrating space, program, and human interaction that jointly nurtures meaningful and sustainable literacy learning among elementary school students.
EMBODIED COGNITION AND THE SHIFT FROM OBJECT-LIKE TO EVENT-LIKE REASONING IN MECHANICAL WAVES LEARNING: A CONCEPTUAL REVIEW WITH CRITICAL REALISM Trisni Rofiqotun Nafisah; Muhammad Aswin Rangkuti; Yuni Warty
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.v11i03.61773

Abstract

Physics learning in the classroom often merely focuses on writing equations and substituting numbers into formulas, while the bodily experience of how it feels for a wave to propagate is rarely truly experienced by learners. This condition is actually a legacy of the old classical cognitivism, which strictly separates the mind from the body, whereas Embodied Cognition (EC) research precisely shows the opposite: that conceptual understanding is deeply rooted in physical experiences, gestures, and interactions with the surrounding environment. This article weaves Kersting’s four dimensions of EC- physical, phenomenological, ecological, and interactionist sense- with Wittmann's framework of shifting from object-like to event-like reasoning on the topic of mechanical waves, with critical realism as an epistemological bridge explaining how cognitive mechanisms that are not directly observable can be traced through the tracks of students’ gestures and body language. Through a narrative-thematic literature review of publications themed around embodied cognition, grounded cognition, and physics conceptual reasoning, this study shows that the four dimensions of EC are intertwined in a single learning event, and that bodily experience provides the process mechanism for the reasoning shift, while Wittmann's framework becomes the conceptual marker to recognize whether that shift has actually occurred. This weaving offers a conceptual map for the design of mechanical wave learning activities that involve the bodies of learners, while simultaneously opening an empirical validation agenda through qualitative studies that trace students’ gestures and reasoning in depth.
IMPLEMENTASI APLIKASI DIGITAL TIKTOK DALAM PEMBELAJARAN IPAS TOPIK SISTEM PENCERNAAN MANUSIA UNTUK MENUNTASKAN HASIL BELAJAR SISWA DI SEKOLAH DASAR Sahrul, Ageng; Ibrahim, Muslimin; Lutfauziah, Asmaul; Wahyudi, Agus
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.v11i03.61774

Abstract

The rapid advancement of digital technology has encouraged teachers to integrate social media into learning activities. TikTok is one of the most popular digital platforms among elementary school students and has the potential to be utilized as an interactive learning medium. This study aimed to determine the effectiveness of implementing the TikTok digital application in science and social science (IPAS) learning on the topic of the human digestive system to improve students' learning outcomes. The research employed a quantitative approach using a pre-experimental One Group Pretest–Posttest Design. The participants consisted of 27 fifth-grade students at SDN Ngingas, Sidoarjo Regency. Data were collected through classroom observations, pretest-posttest assessments, and student response questionnaires. The collected data were analyzed descriptively using implementation percentage, N-Gain score, and student response percentage. The results indicated that the implementation of learning activities reached 100%, categorized as very good. Students' learning outcomes significantly improved with an average N-Gain score of 0.85, categorized as high. Furthermore, student responses toward the use of TikTok as a learning medium reached 96.30%, indicating a very positive response. These findings demonstrate that the TikTok digital application effectively enhances elementary students' learning outcomes and creates a more engaging, interactive, and meaningful learning environment in IPAS instruction. Keywords: Tiktok, Digital learning media, IPAS, Learning Outcomes, Elementary School
PENERAPAN MODEL PEMBELAJARAN THINK-TALK-WRITE DALAM PENULISAN TEKS PERSUASI PADA SISWA KELAS VIII SMP NU DARUL MA’ARIF Ade Hasanudin; Pinky Revady Putri
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.v11i03.61776

Abstract

This study aimed to examine the effect of the Think-Talk-Write (TTW) learning model on the persuasive text writing skills of eighth-grade students at SMP NU Darul Ma'arif Kaplongan. The study employed a quasi-experimental method using a Nonequivalent Control Group Design. The population consisted of 255 eighth-grade students, while the sample was selected through purposive sampling, comprising Class VIII E as the experimental group and Class VIII F as the control group, with 30 students in each class. Data were collected through writing tests and classroom observations. The data were analyzed using descriptive and inferential statistics, including normality tests, homogeneity tests, and the Independent Samples t-test. The results indicated that there was no significant difference in the students' initial writing abilities between the experimental and control groups, with a significance value of 0.824 (> 0.05). After the implementation of the Think-Talk-Write (TTW) learning model, the posttest results revealed a significant difference between the two groups, with a significance value of 0.011 (< 0.05). In addition, the classroom observation showed that the implementation of the learning model reached 85.71%, which was categorized as good. Therefore, the Think-Talk-Write (TTW) learning model had a significant effect on students' persuasive text writing skills.
PENERAPAN MODEL PEMBELAJARAN CONTEXTUAL TEACHING AND LEARNING (CTL) BERBANTUAN APLIKASI QUIZIZZ TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS IV SD NEGERI 18 KOTA LUBUKLINGGAU Puspita Sari, Dwi; Satinem, Y.; Mandasari, Novianti
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.v11i03.61778

Abstract

Penelitian ini bertujuan untuk meningkatkan mutu pembelajaran matematika melalui pemanfaatan media digital, penelitian ini bertujuan untuk mengetahui ketuntasan secara signifikan hasil belajar Matematika Siswa Kelas IV SD Negeri 18 Lubuklinggau setelah diterapkan model pembelajaran Contextual Teaching and Learning (CTL) berbantuan aplikasi quizizz metode penelitian yang digunakan adalah eksperimen pre-eksperimental design. Populasi pada penelitian ini adalah seluruh siswa kelas IV SD Negeri 18 Lubuklinggau yang berjumlah 31 siswa dan sampel penelitian adalah kelas IV berjumlah 31 siswa, yang terdiri dari 21 laki-laki dan 10 siswa perempuan yang diambil secara (purposive sampling). Teknik pengumpulan data menggunakan teknik tes soal essay. Teknik analisis data dengan menggunakan uji t. Berdasarkan analisis data diperoleh nilai rata-rata Pre-Test sebesar 62,94 dan nilai rata-rata Post Test Ssebesar 81,76 dengan taraf kepercayaan α = 0,05 didapat thitung 5,73 dan ttabel 1,697 karena thitung ≥ ttabel maka, Ha diterima dan Ho ditolak. Dari hasil analisis data diperoleh kesimpulan bahwa hasil belajar Matematika siswa kelas IV SD Negeri 18 Lubuklinggau setelah diterapkan model pembelajaran Contextual Teaching and Learning (CTL) berbantuan aplikasi quizizz secara signifikan tuntas.
PENGARUH DIGITAL MARKETING DAN LOKASI TERHADAP PENINGKATAN PENJUALAN HOMEINDUSTRI SEULANGA KECAMATAN SAMALANGA KABUPATEN BIREUEN LILLIA, SAFNA; SAFRINA, EMI
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.v11i03.61779

Abstract

This study aims to analyze the effect of digital marketing and location on sales growth at Home Industry Seulanga, Samalanga District, Bireuen Regency. This research employed a quantitative approach with an associative research design. The population consisted of all customers of Home Industry Seulanga, while 96 respondents were selected using the accidental sampling technique. Data were collected through questionnaires and analyzed using validity testing, reliability testing, multiple linear regression analysis, t-test, F-test, and the coefficient of determination (R Square) with the assistance of SPSS software. The results indicate that digital marketing has a positive and significant effect on sales growth with a significance value of 0.000, while location also has a positive and significant effect on sales growth with a significance value of 0.028. Simultaneously, digital marketing and location have a significant effect on sales growth with a significance value of 0.000. The coefficient of determination (R Square) of 0.838 indicates that both independent variables explain 83.8% of the variation in sales growth, while the remaining 16.2% is influenced by other factors outside the research model. Therefore, optimizing digital marketing strategies and selecting a strategic business location can contribute to increasing sales at Home Industry Seulanga, Samalanga District, Bireuen Regency.
PEMANFAATAN VIDEO PEMBELAJARAN PADA MATERI ALAM DAN TRADISI SEBAGAI MEDIA DIGITAL DI KELAS IV SEKOLAH DASAR arirupani, Disni; Sari, Siti Mayang; Irfandi
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.v11i03.61780

Abstract

This study was motivated by the low learning outcomes of fourth-grade elementary school students regarding the topic of nature and traditions. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design. The study involved 20 fourth-grade students. Data collection techniques included learning outcome tests, observation sheets, and student response questionnaires. The data were analyzed using descriptive statistics to determine the level of learning success following the use of digital media-based instructional videos. The results indicate that the use of digital media-based instructional videos effectively improved student learning outcomes. The average learning outcome score reached 91.5%, falling into the "very good" category. Student scores ranged from a high of 95 to a low of 75, meaning all students met the mastery learning criteria. Questionnaire results showed a 93.2% average positive response rate regarding the use of the videos, also categorized as very good. The findings demonstrate that these instructional videos created a more engaging learning environment, increased student engagement, facilitated understanding of the nature and traditions topic, and elicited positive feedback from students. Thus, digital media-based instructional videos are suitable as an effective tool for enhancing learning outcomes, motivation, active participation, and understanding among fourth-grade students regarding the topic of nature and traditions.
EFEKTIVITAS PENDIDIKAN KESEHATAN MELALUI MEDIA PHANTOM DAN VIDEO ANIMASI TERHADAP PENGETAHUAN DAN KETERAMPILAN MENYIKAT GIGI ANAK PRASEKOLAH DI TK ISLAM NURUL HUDA PALARAN Rayna Arum Puspitaningtyar; Joko Sapto Pramono; Yona Palin; Parellangi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61782

Abstract

Dental caries among preschool children remains a significant public health problem. Low knowledge and inadequate toothbrushing skills are among the contributing factors. Health education using phantom media and animated videos can be used to improve children's knowledge and toothbrushing skills. Objective: To analyze the effectiveness of health education using phantom media and animated videos on the knowledge and toothbrushing skills of preschool children at TK Islam Nurul Huda Palaran. Methods: This quantitative study used a quasi-experimental non-equivalent pretest-posttest control group design. Thirty-two preschool children were divided into a phantom media group (16 respondents) and an animated video media group (16 respondents) using purposive sampling. Data were collected using a knowledge questionnaire and a toothbrushing skills observation checklist, and analyzed using the Wilcoxon Signed-Rank Test and the Mann-Whitney U Test. Results: Health education using phantom media was effective in improving knowledge (p=0.000) and toothbrushing skills (p=0.005). Health education using animated video media was also effective in improving knowledge (p=0.000) and toothbrushing skills (p=0.000). The Mann-Whitney U test showed significant differences in the improvement of knowledge (p=0.026) and skills (p=0.024) between the two groups; animated video media were superior for knowledge, while phantom media were superior for skills. Conclusion: Health education using both phantom media and animated videos was effective in improving preschool children's knowledge and toothbrushing skills, with animated video media more effective for increasing knowledge and phantom media more effective for improving skills.
PENGEMBANGAN MEDIA PEMBELAJARAAN POP UP BOOK PERSEBARAN FLORA DAN FAUNA DI KOTA KUPANG UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS V UPTD SD INPRES KUANINO 2 Ceunfin, Maria L.M.; Nahak, Roswita Lioba; Hano, Alvin Javier
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.v11i03.61784

Abstract

Rendahnya hasil belajar siswa pada materi persebaran flora dan fauna di UPTD SD Inpres Kuanino 2 disebabkan oleh penggunaan media pembelajaran yang masih terbatas dan kurang menarik sehingga siswa mengalami kesulitan memahami materi. Penelitian ini bertujuan untuk mengembangkan media pembelajaran pop-up book persebaran flora dan fauna di Kota Kupang yang valid, praktis, dan efektif dalam meningkatkan hasil belajar siswa kelas V. Penelitian menggunakan metode Research and Development (R&D) dengan model 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian berjumlah 27 siswa kelas V. Pengumpulan data dilakukan melalui tes pretest dan posttest, angket validasi ahli, serta angket respons guru dan siswa. Analisis data menggunakan statistik deskriptif dan uji paired sample t-test pada taraf signifikansi 5%. Hasil penelitian menunjukkan bahwa media pop-up book yang dikembangkan memuat materi persebaran flora dan fauna Kota Kupang, flora dan fauna yang terancam punah, konservasi, serta evaluasi berbasis barcode. Hasil validasi menunjukkan media sangat valid dengan skor ahli materi 87,5%, ahli media 92,86%, dan ahli bahasa 100%. Kepraktisan media berada pada kategori praktis berdasarkan penilaian guru sebesar 3,31 dan sangat praktis berdasarkan penilaian siswa sebesar 4,80. Uji efektivitas menunjukkan nilai Sig. (2-tailed) sebesar 0,000 (<0,05) dengan peningkatan rata-rata hasil belajar dari 54,85 pada pretest menjadi 84,33 pada posttest. Dengan demikian, media pop-up book dinyatakan valid, praktis, dan efektif untuk meningkatkan hasil belajar siswa.
PENGEMBANGAN MEDIA PEMBELAJARAN SIMULASI INTERAKTIF BERBASIS GDEVELOP PADA MATERI PROSEDUR MENCETAK DOKUMEN KELAS X MPLB DI SMK PGRI 1 TULUNGAGUNG Asmoro Bayu Aji, Tri; Haris Indrakusuma, Abdul; Panggayuh, Vertika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61785

Abstract

This study aimed to develop GDevelop-based interactive simulation learning media for document-printing procedures and determine its feasibility for Grade X Office Management and Business Services students at SMK PGRI 1 Tulungagung. The study employed research and development using the ADDIE stages: analysis, design, development, implementation, and evaluation. The product was created with GDevelop 5, exported as HTML5, and packaged as an Android application. It contained learning outcomes, instructional objectives, materials, videos, quizzes with automatic feedback, reflection, and structured navigation. Participants comprised one media expert, one subject-matter expert, six students in a small-group trial, and 30 students in a large-group trial. Data were collected through observation, interviews, expert-validation questionnaires, and student-response questionnaires, then analyzed using descriptive percentages. Initial media validation reached 73.61%; after revisions to color, typography, imagery, navigation, quiz functions, loading, and responsiveness, it increased to 99.07%. Subject-matter validation rose from 95.00% to 100%. The small- and large-group trials yielded 98.94% and 95.55%, respectively. These findings place the product in the highly feasible category for classroom support and independent study. Because the study measured feasibility and user responses rather than learning gains, further experimental testing is required to establish effectiveness.

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