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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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Kota 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 27,817 Documents
PENGARUH METODE PEMBELAJARAN GAME BASED LEARNING TERHADAP HASIL BELAJAR MATEMATIKA TOPIK OPERASI HITUNG PERKALIAN MURID KELAS III SDN 3 TONJA KOTA DENPASAR Anggreni, Kadek; Srie Kusuma Wardhani, Ni Ketut; Ayu Dewi Setiawati, Gusti
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.v11i03.63317

Abstract

Mathematics learning is an essential component in developing elementary school students' numeracy skills. However, the results of the Trends in International Mathematics and Science Study (TIMSS) indicate that Indonesian students' mathematics achievement remains relatively low. A similar condition was identified at SD Negeri 3 Tonja, where students' learning outcomes in multiplication operations were low and their participation in learning activities was not optimal. This study aimed to determine whether the Game Based Learning (GBL) method has a significant effect on the mathematics learning outcomes of third-grade students at SD Negeri 3 Tonja, Denpasar. The study employed a quantitative approach using a One Group Pretest–Posttest design involving 28 students. The findings showed that the mean pretest score increased from 66.8 before the implementation of GBL to 78.8 in the posttest after the treatment. The normality test indicated that the pretest data had a significance value of 0.138 (>0.05) and the posttest data had a significance value of 0.147 (>0.05), indicating that both datasets were normally distributed. The paired-samples t-test yielded a calculated t-value of 10.336, which exceeded the critical t-value of 2.052 (df = 27). Therefore, the null hypothesis was rejected, indicating that the GBL method had a significant positive effect on students' mathematics learning outcomes, particularly in multiplication operations.
Pengaruh PENGARUH MODEL BRALANCING BERBASIS TRI PARARTHA TERHADAP SIKAP KEWARGAAN PADA PENDIDIKAN PANCASILA KELAS IV GUGUS VII KECAMATAN SUKASADA Sudiami, Ketut; Ni Putu Candra Prastya Dewi; I Made Ari Winangun
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.v11i03.63321

Abstract

Fostering character and civic dispositions among elementary school students faces challenges due to learning processes that tend to be monotonous, cognitively oriented, and lacking in the integration of local wisdom. This study aims to analyze the impact of the Tri Parartha-based Bralancing (Brain Balance Learning) model on civic dispositions within the fourth-grade Pancasila Education subject in Cluster VII, Sukasada District. This was demonstrated by the results of an Independent Samples Test using SPSS version 23.0 for Windows, which showed a calculated t-value of -15.536 and a significance value (Sig. 2-tailed) of 0.000 a figure lower than the 0.05 significance level (0.000 < 0.05). Consequently, the null hypothesis (H₀) was rejected, and the alternative hypothesis (H₁) was accepted. The implementation of the *Tri Parartha*-based Bralancing model fosters active, enjoyable, collaborative, and meaningful learning by balancing right- and left-brain activities and integrating the values ​​of *Asih* (compassion), *Punia* (generosity/service), and *Bhakti* (devotion) into the instructional process. These conditions enable students to participate actively, collaborate, express their opinions, and apply civic values ​​in their daily lives. Thus, the *Tri Parartha*-based Bralancing model proved more effective in enhancing students' civic dispositions compared to conventional instruction, based on the civic disposition outcomes observed among fourth-grade students in Cluster VII, Sukasada District, who were taught using the Bralancing model versus those taught using conventional methods.
PROSES BERPIKIR KRITIS SISWA SMP BERKEMAMPUAN MATEMATIKA TINGGI DALAM MENYELESAIKAN SISTEM PERSAMAAN LINEAR DUA VARIABEL Muhammad Ahsanul Amala; Agung Lukito; Ismail
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.v11i03.63322

Abstract

This study aims to describe the critical thinking process of junior high school students with high mathematical ability in solving a two-variable linear equation system (SPLDV) problem. This study uses a descriptive qualitative approach. The research subject was selected through purposive sampling based on a mathematical ability test, teacher recommendation, and the student's willingness to participate actively. Data were collected through a problem-solving task and a semi-structured interview, then analyzed using the Miles, Huberman, and Saldaña model, covering data condensation, data display, and conclusion drawing. The subject's critical thinking process was analyzed based on Facione's six indicators, namely interpretation, analysis, evaluation, inference, explanation, and self-regulation. The results show that the subject fulfilled the interpretation, analysis, evaluation, and inference indicators well. The subject correctly formulated the mathematical model and corrected a statement that contradicted the given data. However, the subject showed weakness in self-regulation, since verification was limited to repeating the same method without exploring alternative strategies. These findings indicate that high mathematical ability does not always correspond to an equally strong self-regulation ability. Teachers need to train students to verify their answers through varied approaches so that their critical thinking skills develop more comprehensively.
REPRESENTASI LINGKUNGAN DALAM NOVEL KEMARAU DI SEDANAU KARYA ASRORUDDIN ZOECHNI MELALUI KAJIAN EKOKRITIK Juliyan Dini, Viona; Shanty, Isnaini Leo; Habiba, Siti; Malik, Abdul; Irawan, Dody; Musliha
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.v11i03.63323

Abstract

This study examines the representation of the environment in the novel Kemarau di Sedanau by Asroruddin Zoechni through an ecocritical perspective. The research was conducted based on the increasing importance of ecological awareness reflected in literary works as a response to environmental issues. The objective of this study is to describe the forms of environmental representation portrayed in the novel using the principles of literary ecology. This research employed a descriptive qualitative method. The researcher served as the primary research instrument, supported by data analysis guidelines. The data consisted of words, phrases, and sentences taken from the novel, collected through the note-taking technique and analyzed using content analysis. The findings reveal that environmental representation in the novel is reflected in four major aspects of literary ecology: respect for nature, responsibility toward nature, love and care for nature, and the principle of not harming nature. The novel portrays admiration and gratitude for nature, emphasizes human responsibility in preserving environmental balance, presents nature as an essential element that contributes to human comfort and harmony, and promotes ecological awareness through the wise and sustainable use of natural resources. These findings demonstrate that the novel not only functions as a literary work but also serves as a medium for fostering ecological values and environmental awareness among readers.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS GAMBAR DAN SUARA UNTUK MENINGKATKAN KEMAMPUAN MEMBACA SISWA KELAS I SEKOLAH DASAR Sri Ramadhani, Tarisa; Sukirno; Juliati
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.v11i03.63327

Abstract

This research was motivated by the fact that some first-grade students still experienced difficulties in beginning reading, while the learning media used were still dominated by conventional media that had not been able to optimally support the improvement of reading ability. This study aimed to determine the design, validity, practicality, and effectiveness of an interactive PowerPoint learning medium based on pictures and sound. This research employed the research and development (R&D) method with the ADDIE model, consisting of five stages, namely analysis, design, development, implementation, and evaluation. The subjects of this study were first-grade students of SD Negeri 8 Langsa. The data collection instruments included observation sheets, interviews, validation questionnaires (for material, media, and language experts), teacher and student response questionnaires, and pretest-posttest results. The results showed that the material validation obtained a score of 90% with the criterion "Very Valid", the media expert obtained 98% with the criterion "Very Valid", and the language expert obtained 100% with the criterion "Very Valid". At the implementation stage, the practitioner assessment obtained 100% with the criterion "Very Practical" and the student response obtained 93.25% with the criterion "Very Practical". The trial results showed that the N-gain value of the pretest and posttest results was 0.70 with the criterion "Medium" and the N-gain percentage was 69.55% with the criterion "Quite Effective". The suggestion of this research is that teachers utilise the developed interactive PowerPoint media based on pictures and sound in the learning process.
TRANSFORMASI RELASI KELUARGA DI ERA DIGITAL: DAMPAK KETERGATUNGAN JUDI SLOT ONLINE PADA REMAJA Juliyana Fitri; Huldiya Syamsiar; Hanapi
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.v11i03.63329

Abstract

The widespread phenomenon of online slot gambling in today's digital era has triggered various social crises, one of which is the deterioration of family relationships. This study aims to analyze how online slot gambling transforms family relationships. The research employed a qualitative method with an Interpretative Phenomenological Analysis (IPA) design to explore and understand the lived experiences of the participants. The study involved nine participants, consisting of adolescents and parents. The findings reveal significant changes in family relationships. Family communication declined, conflicts increased, and trust among family members weakened. Adolescents addicted to online slot gambling tended to become less open and more socially withdrawn. Meanwhile, parents experienced difficulties in monitoring their children and maintaining effective communication. The study concludes that online slot gambling has a substantial negative impact on family interactions and the overall quality of family relationships in the digital era.
PENGEMBANGAN MEDIA KOMIK DIGITAL PADA KETERAMPILAN MEMBACA PEMAHAMAN SISWA KELAS IV SEKOLAH DASAR Udur Lestari Silaban; Bunga Mulyahati; Maisarah
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.v11i03.63331

Abstract

This research was motivated by the low reading comprehension skills of students and the unavailability of digital learning media specifically designed to support Indonesian Language learning in fourth-grade students at SD Negeri 9 Langsa, even though the school already had Chromebook facilities that had not been optimally utilized. This research aimed to develop digital comic media on the Ayo Menabung material and to determine its level of validity, practicality, and effectiveness in improving students’ reading comprehension skills. The method used was Research and Development (R&D) with the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. The subjects of this research were 13 fourth-grade students at SD Negeri 9 Langsa. Data collection techniques included observation, interviews, expert validation questionnaires (material, language, and media), teacher and student response questionnaires, and pretest-posttest scores. The results showed that the digital comic media obtained a material expert validation percentage of 91.11%, language expert 92.5%, media expert 100%, and question validation 96%, with an average of 94.90% in the “Very Valid” category. The practicality level based on teacher response was 95% and student response was 92.52%, with an average of 93.76% in the “Very Practical” category. The effectiveness test results showed an increase in learning completeness from 23.08% in the pretest to 100% in the posttest, with an N-Gain value of 0.77 in the “High” category and an N-Gain percentage of 77.97% in the “Very Effective” category. It can be concluded that digital comic media is feasible to use as learning media to improve elementary school students’ reading comprehension skills. Teachers are advised to utilize this digital comic media as an alternative learning media in the learning process.
PENGEMBANGAN E-LKPD INTERAKTIF UNTUK MELATIH KETERAMPILAN BERPIKIR KRITIS PESERTA DIDIK KELAS X PADA MATERI VIRUS Hidayatullah, Zhulqarnain; Trimulyono, Guntur
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.v11i03.63333

Abstract

The low critical thinking ability of students in Indonesia based on PISA 2022 is in line with the conditions at SMAS Kartika IV-3 Surabaya which has minimal use of interactive digital media in abstract virus material. This research aims to develop an interactive E-LKPD of virus material to train critical thinking skills of class X students who meet valid, practical, and effective criteria. The development model applied is ADDIE with a limited trial subject of 20 students in class X-A. The assessment instruments include expert validation sheets, implementation observation sheets, response questionnaires, and critical thinking tests (pre-test and post-test). The results showed that E-LKPD was very valid with an average percentage of overall validity reaching 96.75%. The practicality aspect is categorized as very practical with the implementation of learning activities reaching 100% and the positive response of students of 100%. The effectiveness of the media proved to be very high, as shown by the completeness that reached 100% with an increase in the average learning outcome from 58.5 to 89.5. In addition, the average acquisition of the Normalized Gain (N-Gain) index of 0.73 proves that there is an increase in critical thinking skills in high criteria. Thus, interactive E-LKPD on virus material was declared valid, practical, and effective in training critical thinking skills of class X students.
PENGEMBANGAN GAME EDUKASI DIGITAL DALAM MENINGKATKAN KEMAMPUAN MEMBACA AUD DI TK IT AL-HASANAH PRABUMULIH Septaria, Lara; Leny Marlina; Kurnia Dewi; Faisal Abdullah; Lidia Oktamarina
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.v11i3.63334

Abstract

Early childhood reading skills at TK IT Al-Hasanah Prabumulih remain relatively low, particularly in recognizing letters, associating letters with their corresponding sounds, and comprehending simple words and sentences. This condition is primarily attributed to the continued use of conventional learning media, which are less engaging and fail to sufficiently motivate children to participate in the learning process. This study aimed to develop a valid, practical, and effective digital educational game to enhance early childhood reading skills. The research employed the Research and Development (R&D) approach using the ADDIE model, consisting of the Analysis, Design, Development, Implementation, and Evaluation stages. The research participants were 15 children from Group B at TK IT Al-Hasanah Prabumulih. Data were collected through observations, interviews, questionnaires, and reading ability tests. The data were analyzed using validity, practicality, and effectiveness assessments, while effectiveness was further examined through a paired-samples t-test. The results indicated that the developed digital educational game was categorized as highly valid, with validation scores of 94% from the subject matter expert, 97% from the media expert, and 88% from the language expert, resulting in an average validity score of 94.16%. The practicality evaluation showed that the game was highly practical, receiving a teacher assessment score of 95.53%, while students' responses indicated that the game ranged from practical to highly practical. Furthermore, the effectiveness test demonstrated a significant improvement in children's reading achievement, with the average score increasing from 54.38% in the pre-test to 83.76% in the post-test. The paired-samples t-test also revealed a statistically significant difference (t = 8.787 > t<sub>table</sub> = 2.160; p < 0.05). Therefore, the developed digital educational game is considered feasible and effective for improving early childhood reading skills.
PENGARUH PENGGUNAAN MEDIA AUDIO VISUAL BERBASIS KEARIFAN LOKAL DENGAN METODE ICE BREAKING TERHADAP MOTIVASI DAN HASIL BELAJAR IPA SISWA KELAS IV GUGUS SAMATURU Rahmat Syahar; Nurlina; Hartono Bancong
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.v11i03.63336

Abstract

The lack of utilization of learning media available in schools has an impact on students' motivation and learning outcomes. The use of facilities and infrastructure such as projectors has not been carried out optimally. This study aims to analyze the effect of using audio-visual media based on local wisdom with the ice breaking method on the motivation and science learning outcomes of grade IV students of the Samaturu Cluster, Majene Regency, West Sulawesi. This research is a quasi-experiment involving 48 fourth-grade students from two schools; SDN 23 Seppong (experimental class) and SDN 39 Manyamba (control class). The experimental class used audio-visual media based on local wisdom and the ice breaking method, while the control class only used audio-visual media with the ice breaking method. Data were collected through a learning motivation questionnaire as well as pre-test and post-test of learning outcomes. The results showed a significant improvement in students' motivation and learning outcomes in the experimental class compared to the control class. The independent sample t-test showed a significant difference of < 0.001 between the two groups, both for motivation and learning outcomes. The multivariate test also showed a difference with a significance of < 0.001 simultaneously between the two dependent variables. The research instruments showed very high content validity (1.0 or 0.8). It can be concluded that the use of audio-visual media based on local wisdom with the ice breaking method affects the motivation and science learning outcomes of grade IV students of the Samaturu cluster. ABSTRAK Kurangnya pemanfaatan media pembelajaran yang ada di sekolah berdampak terhadap motivasi dan hasil belajar siswa. Pemanfaatan sarana dan prasarana di sekolah seperti proyektor belum dilakukan dengan optimal. Penelitian ini bertujuan menganalisis pengaruh penggunaan media audio-visual berbasis kearifan lokal dengan metode ice breaking terhadap motivasi dan hasil belajar IPA siswa kelas IV Gugus Samaturu, Kabupaten Majene, Sulawesi Barat. Penelitian ini merupakan quasi eksperimen yang melibatkan 48 siswa kelas IV dari dua sekolah; SDN 23 Seppong (kelas eksperimen) dan SDN 39 Manyamba (kelas kontrol). Kelas eksperimen menggunakan media audio-visual berbasis kearifan lokal dan metode ice breaking, sedangkan kelas kontrol hanya menggunakan media audio-visual dengan metode ice breaking. Data dikumpulkan melalui angket motivasi belajar serta pre-test dan post-test hasil belajar. Hasil penelitian menunjukkan peningkatan yang signifikan pada motivasi dan hasil belajar siswa di kelas eksperimen dibandingkan kelas kontrol. Uji independent sample t-test menunjukkan perbedaan signifikan < 0,001 antara kedua kelompok, baik untuk motivasi maupun hasil belajar. Uji multivariate juga menunjukkan perbedaan dengan signifikan < 0,001 secara serentak antara kedua variabel terikat. Instrumen penelitian menunjukkan validitas isi sangat tinggi (1,0 atau 0,8). Sehingga dapat disimpulkan bahwa penggunaan media audio-visual berbasis kearifan lokal dengan metode ice breaking berpengaruh terhadap motivasi dan hasil belajar IPA siswa kelas IV Gugus Samaturu.

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