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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
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
EFEKTIVITAS MODEL PROJECT BASED LEARNING TERHADAP HASIL BELAJAR IPAS SISWA KELAS V SEKOLAH DASAR Listya Ababil; Anggit Grahito Wicaksono; Oka Irmade
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.v11i03.61947

Abstract

This study aimed to analyze the effectiveness of the Project Based Learning (PjBL) model in improving fifth-grade elementary school students' learning outcomes in Science and Social Studies (IPAS). The study employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The sample consisted of 54 students, including 28 students in the experimental class and 26 students in the control class. Data were collected using a learning achievement test that had met the requirements of validity, reliability, item difficulty, and discrimination index. Data analysis included the Kolmogorov–Smirnov normality test, Levene's Test for homogeneity, Normalized Gain (N-Gain) analysis, and the Independent Sample t-Test using IBM SPSS Statistics. The findings revealed that the experimental class achieved an average N-Gain of 64.10%, categorized as moderately effective, while the control class obtained 33.81%, categorized as less effective. The Independent Sample t-Test indicated a significance value of 0.000 (<0.05), demonstrating a significant difference in learning improvement between the two groups. Therefore, the Project Based Learning model was more effective than conventional learning in improving elementary school students' IPAS learning outcomes.
PENGARUH EMOTIONAL CHECK-IN DALAM MENDUKUNG REGULASI EMOSI ANAK USIA DINI DI TK ISLAM AR-RAHMAT Nur Ayesha, Fidhea; Syarif Hidayatullah, M. Arif; Maulana, M. Azka
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.v11i3.61948

Abstract

This research was motivated by the limited emotional regulation ability among early childhood students at TK Islam Ar-Rahmat, indicated by behaviors such as hitting peers, prolonged crying, and the use of harsh language. This study aimed to: (1) describe children's emotional regulation before emotional check-in; (2) describe children's emotional regulation after emotional check-in; and (3) analyze the effect of emotional check-in on early childhood emotional regulation. A quantitative approach with true experimental design (pretest-posttest control group design) was used. The sample consisted of 20 children aged 5–6 years, divided into an experimental group (n=10) and a control group (n=10). The instrument was an emotional regulation observation sheet of 8 valid items (from 12 tested) on a 1–4 scale. Data were analyzed using the Shapiro-Wilk test, Levene's Test, Independent Sample t-Test, and Cohen's d effect size. Results showed the experimental group's mean posttest score (2.980) was significantly higher than the control group (2.480). The Independent Sample t-Test yielded t = −2.751, Sig. (2-tailed) = 0.013 < 0.05, so H₀ was rejected. Cohen's d = −1.231 indicated a large effect. Therefore, emotional check-in significantly affects emotional regulation of early childhood students at TK Islam Ar-Rahmat.
PENGARUH MODEL TREASURE HUNT TERHADAP HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN PANCASILA SD Adisti, Nurul; Waldi, Atri; Ladiva, Hasmai Bungsu; Muhammadi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Now Available
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61951

Abstract

This study aims to determine the effect of the Treasure Hunt learning model on the learning outcomes of second-grade elementary school students in Pancasila Education, focusing on the competency of caring for the environment. A quantitative approach with a Quasi-Experimental method and a Nonequivalent Control Group Design was used, involving two intact classes (a control class and an experimental class) at SDN 05 Surabayo, each consisting of 22 students. Data were collected through a validated and reliable multiple-choice test (Cronbach's Alpha = 0.746) administered as a pretest and posttest, along with attitude and skill assessment sheets. Descriptive analysis showed that the mean posttest score of the experimental class (75.91) was higher than that of the control class (66.82). A paired sample t-test indicated a significant improvement in both the control (t = -3.930, p < 0.001) and experimental (t = -6.796, p < 0.001) classes. However, an independent sample t-test comparing the posttest scores of both classes showed no statistically significant difference (t = -1.973, p = 0.055), meaning the null hypothesis was accepted. Despite this, students in the experimental class displayed markedly higher enthusiasm, engagement, and motivation during the game-based learning stages. These findings suggest that while the Treasure Hunt model enhances classroom engagement, its statistical superiority over conventional instruction was not confirmed in this single-session implementation.
KEEFEKTIFAN MODEL GAME-BASED LEARNING BERBANTUAN APLIKASI QUIZIZZ TERHADAP KETERAMPILAN MENULIS TEKS DESKRIPSI SISWA KELAS VII DI MTS AL MADANI Andini Hartiyana; Burhan Sidik; Laksmita Nur Afiati
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.v11i02.61952

Abstract

This research was motivated by the low ability of seventh-grade students at MTs Al Madani in writing descriptive texts, caused by limited vocabulary mastery, difficulties in developing ideas, and the use of less innovative learning methods. This study aims to examine the effectiveness of the Game-Based Learning model assisted by the Quizizz application in improving the descriptive text writing skills of seventh-grade students at MTS Al Madani. This study employed a quantitative approach with a pre-experimental one group pretest-posttest design. The sample consisted of 23 students selected using the purposive sampling technique. Data were collected through tests, namely pretest and posttest. The data were analyzed using the Wilcoxon test and N-Gain calculation. The results showed that the average pretest score of 58.04 increased to 76.09 in the posttest. The Wilcoxon test result showed a significance value of < 0.001 (p < 0.05), indicating a significant difference between the pretest and posttest results. In addition, the N-Gain score of 0.4193 was categorized as moderate improvement. Therefore, it can be concluded that the Game-Based Learning model assisted by Quizizz is effective in improving students’ descriptive text writing skills.
PEMBELAJARAN BERBASIS PROYEK MENINGKATKAN KETERAMPILAN KOLABORATIF SISWA DI SD NEGERI BONIPOI 2 Bayu A. Saputra Adu; Lero, Merlinda Gadi; Djabi, Joi Enjelika; Leltakaeb, Florida Ester; Talan, Yornalince; Betty, Ingrit; Mbuik, Heryon Bernard
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.v11i03.61953

Abstract

This study was motivated by the low collaborative skills of elementary school students, as indicated by the lack of active participation in group work, ineffective communication, and unequal responsibility in completing group assignments. The purpose of this study was to determine the effectiveness of implementing the Project Based Learning (PjBL) model in improving the collaborative skills of fifth-grade students at SD Negeri Bonipoi 2. This study employed a quantitative approach using a pre-experimental method with a one-group pretest-posttest design. The research subjects were fifth-grade students of SD Negeri Bonipoi 2. Data on collaborative skills were collected through observation using a collaborative skills assessment sheet that included aspects of teamwork, communication, responsibility, active participation, and respect for others’ opinions. The data were analyzed using descriptive analysis and an improvement test based on pretest and posttest results. The findings revealed that the implementation of the PjBL model improved students’ collaborative skills. This improvement was reflected in students’ increased ability to cooperate, discuss, share tasks, respect group members’ opinions, and take responsibility for completing projects. Therefore, the Project Based Learning model is effective as an alternative instructional model to enhance collaborative skills among elementary school students.
RANCANG BANGUN PORTAL PRESENSI ONLINE BERBASIS QR (QUICK RESPONSE) UNTUK SISWA KELAS V SD NEGERI 1 GEDONG KECAMATAN PRACIMANTORO Haidar Farras Roihan; Hera Heru Sri Suryanti; Yudhistiro Pandu Widhoyoko
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.v11i03.61954

Abstract

Proses pencatatan presensi siswa di sekolah dasar masih banyak dilakukan secara manual sehingga menimbulkan berbagai permasalahan, seperti kesalahan pencatatan, kehilangan data, proses rekapitulasi yang memerlukan waktu lama, serta meningkatnya beban administrasi guru. Penelitian ini bertujuan mengembangkan portal presensi online berbasis QR Code bagi siswa kelas V SD Negeri 1 Gedong Kecamatan Pracimantoro, mengetahui tingkat kelayakan produk, serta menguji reliabilitas penilaian para validator. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri atas tahap Analysis, Design, Development, Implementation, dan Evaluation. Teknik pengumpulan data meliputi observasi, wawancara, dokumentasi, dan angket. Validasi produk dilakukan oleh tiga ahli media, tiga ahli materi, dan tiga pendidik. Analisis data menggunakan analisis deskriptif kuantitatif, sedangkan reliabilitas dihitung menggunakan metode Percentage of Agreement (PA). Hasil penelitian menunjukkan bahwa portal presensi yang dikembangkan memiliki fitur login administrator, pengelolaan data siswa, pembuatan QR Code, pemindaian QR Code, laporan kehadiran, dan rekapitulasi presensi bulanan. Hasil validasi memperoleh nilai rata-rata 92% dari ahli media, 86% dari ahli materi, dan 90,67% dari pendidik dengan kategori Sangat Layak. Hasil uji reliabilitas menunjukkan nilai 95,55%, 95,02%, dan 92,95% sehingga seluruh instrumen dinyatakan reliabel. Dengan demikian, portal presensi online berbasis QR Code layak digunakan sebagai media pendukung pengelolaan presensi siswa di sekolah dasar.
PENGARUH LATIHAN SPRINT DAN ZIG-ZAG RUN TERHADAP PENINGKATAN KECEPATAN PADA PESERTA EKSTRAKURIKULER FUTSAL PUTRI SMP NEGERI 4 SURADE Famelia Asy'ari, Ajeng; Hadi Hambali, Asep; Toriq, Ahmad; Nurjaman, Bela; Hikmat, Lukmannul; Rohman, Abdul
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.v11i03.61956

Abstract

Speed is one of the most essential physical components required in futsal because players must perform rapid acceleration, directional changes, pressing, and transitions during the game. Based on preliminary observations, the speed performance of female futsal extracurricular participants at SMP Negeri 4 Surade was still below expectations. This study aimed to determine the effect of Sprint and Zig-zag Run training on improving players' speed. The study employed a quantitative approach using a pre-experimental method with a One Group Pretest–Posttest Design. The participants consisted of 16 female futsal extracurricular students selected using total sampling. Speed was measured using the 30-meter Sprint test. Data were analyzed using descriptive statistics, normality tests, residual normality tests, and paired sample t-test with SPSS version 25 at a significance level of 0.05. The findings revealed a significant improvement in participants' speed after receiving Sprint and Zig-zag Run training, as indicated by a significance value of 0.000 (p<0.05). Therefore, Sprint and Zig-zag Run training can be implemented as an effective physical training program to improve the speed of female futsal players in school extracurricular activities.
PENGARUH PERMAINAN TRADISIONAL TERHADAP MOTIVASI BELAJAR SISWA SDN CIBITUNG KECAMATAN CIRACAP DALAM PEMBELAJARAN JASMANI Kamilia Fauziah, Hasna; Hadi Hambali, Asep; Nurpalah, Ega; Sani; Alfiqy Ferdiansyah, Muhamad; Guswana, Pandu
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.v11i03.61957

Abstract

Learning motivation is one of the essential factors influencing students' participation and learning outcomes in physical education. The learning process is often perceived as monotonous, causing students to become less enthusiastic and less active during lessons. Traditional games can be used as an alternative learning approach because they combine physical activity, enjoyment, cooperation, and cultural values. This study aimed to determine the effect of traditional games on students' learning motivation in physical education. The research employed a quantitative approach using an experimental method with a one-group pretest-posttest design. The participants were 15 sixth-grade students of SDN Cibitung, Ciracap District, selected through total sampling. Data were collected using a learning motivation questionnaire and analyzed using descriptive statistics, normality tests, homogeneity tests, and t-tests. The results showed that traditional games significantly improved students' learning motivation. The hypothesis testing indicated that the calculated t-value exceeded the critical value at the 0.05 significance level, indicating a significant effect of traditional games on learning motivation. Therefore, traditional games can be recommended as an innovative learning strategy to improve students' motivation and engagement in physical education.
PENGARUH PENGGUNAAN MEDIA VIDEO ANIMASI TERHADAP KETERAMPILAN MENULIS TEKS PUISI SISWA KELAS VIII SMPN 23 PADANG Hafizah, Farjul; Arief , Ermawati; Amir, Amril; Emidar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Released
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61958

Abstract

This study aims to analyze the effect of animated video media on the poetry writing skills of eighth-grade students at SMPN 23 Padang. The research is grounded in theories regarding animated video media and poetry writing skills. Animated video media is an audiovisual learning tool that combines moving images, sound, text, and visual effects, thereby capturing students' attention and helping them grasp the material in a more concrete manner. This study employs a quantitative approach using a quasi-experimental method. The research design utilized is the Nonequivalent Group Pretest-Posttest Design, involving two sample groups: an experimental class and a control class. The study population consists of all eighth-grade students at SMPN 23 Padang, with a sample size of 64 students distributed across two classes. Purposive sampling was used as the sampling technique. Based on the data description, analysis results, and discussion presented in Chapter IV, it is concluded that the poetry writing skills of eighth-grade students at SMPN 23 Padang who did not use animated video media fell into the "More than Sufficient" (LdC) category, with an average score of 73.96. This score remained below the Minimum Mastery Criterion (KKM) of 80 established for the Indonesian Language subject. Following the use of animated video media, the students' poetry writing skills improved, achieving an average score of 82.42—placing them in the "Good" (B) category—thereby meeting the established KKM. T-test results indicate a significant effect of animated video media usage on students' poetry writing skills, with the calculated t-value (3.40) exceeding the critical t-value (1.67). Consequently, the working hypothesis (H1) is accepted, and the null hypothesis (H0) is rejected. Based on these findings, it is concluded that animated video media has a significant impact on improving the poetry writing skills of eighth-grade students at SMPN 23 Padang.
Pengaruh Media Kartu Punggung terhadap Pemahaman Konsep Matematika Siswa Kelas II SD Inpres Kuanino 2 Lumban Gaol, Sulastry Damayanti; Ati, Chintia M.P.; Hendrik, Hingrida Margarita Anastasia
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.v11i03.61959

Abstract

Mathematics conceptual understanding is an essential competency that needs to be developed from the elementary school level. However, the abstract nature of mathematical concepts can make it difficult for students to connect mathematical representations with meaningful understanding. This study aimed to examine the effect of using Kartu Punggung as an instructional medium on the mathematical conceptual understanding of second-grade elementary school students. This study employed a quantitative approach with a one-group pretest–posttest design. The participants were 20 second-grade students of SD Inpres Kuanino 2, selected through saturated sampling. Data were collected using a mathematical conceptual understanding test and an observation sheet of students’ learning activities. Data analysis involved the Shapiro–Wilk normality test and the Wilcoxon Signed-Rank Test because the data were not normally distributed. The results showed an increase in the students’ mean score from 61.0 on the pretest to 84.0 on the posttest, representing an increase of 23 points. The Wilcoxon Signed-Rank Test revealed a statistically significant difference between the pretest and posttest scores (Asymp. Sig. (2-tailed) < 0.001), with all 20 students showing improved scores after the intervention. Observation results also indicated good to very good student engagement, particularly in participation, cooperation, communication, and the activity of finding matching cards. These findings indicate that the use of Kartu Punggung has a significant positive effect on students’ mathematical conceptual understanding and can serve as an interactive and collaborative instructional medium in elementary mathematics learning

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